Lord of Rigel

Lord of Rigel

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Lord of Rigel Official Guide
By Ace
Official guide to Lord of Rigel with basic gameplay, hints, and walkthroughs for your first games.
   
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1. Introduction

Guide Overview
This guide provides background information on Lord of Rigel's mechanics and guides for your first few turns.

Lord of Rigel Broad Overview
What are some of the core features of Lord of Rigel?

  • Turn based strategic play
  • Real time tactical combat
  • Randomly generated Galaxies with a wide range of customizable parameters
  • 10 Pre-set species with unique characteristics
  • Species customization
  • Rich technology tree
  • Fully customizable space ships for waging war
  • Economic system intended to reduce micromanagement
  • Military, Diplomatic, and Research Victory Conditions

Core Gameplay Mechanics
Lord of Rigel consists of two primary types of gameplay: the strategic galaxy game and tactical combat. The strategic game is 4x turn based, while tactical combat will be real time. The strategic map is a top-down view of a galaxy. Gameplay is based on "island hopping" between star systems where players are limited by range distances in parsecs (game distance units) from colonies and outposts, and travel at a set rate of parsecs/turn. Detection of fleets and unvisited systems is based on a sensor grid based on a parsec radius from outposts and colonies. The strategic layer also involves core gameplay aspects including colony management, ship design, ship production, diplomacy, spying, and research.

The second gameplay mode, tactical combat, is engaged when opposing fleets initiate combat over a planet or star system. Combat is real time in a limited combat area. Combat continues until the ships and stations of one side are all destroyed or have retreated. There are additional forms of combat, ground combat and orbital bombardment, which occur at the strategic level.

Why Was This Game Made?
When development began there weren't many space strategy games and those out didn't have an emphasis on tactical combat. Over development a number of games did release, with emphasis on starlanes or kitchen sinks for features. We felt that Lord of Rigel by attempting to pivot away from micromanagement and focusing on the end game with the Doomsday Clock and Elder Species was worth completing. While this game may be what all are looking for, we hope that you as someone using this guide have enjoyed it.

The Story so Far...
Your species has stared at the night sky for centuries. In only the past century have you used crude rockets to finally reach the neighboring worlds around your home star. One expedition to an otherwise unremarkable ball of ice and dust at the edge of your system changed everything. An ancient sphere, etched on its black surfaces one of the greatest secrets of the universe. It took the greatest minds decades to decipher, but encoded on the object was the means for faster than light travel and an invitation. To Rigel, at the heart of the galaxy. Now after years of preparation a single colony ship and scout escort are prepared to journey into the unknown, to find Rigel and the beings who created the sphere.
2. Victory Conditions and Scoring
Quote:
"All war is a symptom of man's failure as a thinking animal." -John Steinbeck



In Lord of Rigel players can forge alliances, or set out on their own, to defeat those who would crush their empires. Military victories involve the player eliminating other species. Destroying a faction involves destroying their colonies and fleets. New factions can emerge if a rebellion causes enough unrest that citizens to rebel.

Defeat condition
Player has:
  • No Colonies
  • No Outposts

Military Victory condition
Player has:
  • 1 or more Colonies
  • 1 or more Outposts
Other non-allied AI factions have:
  • No Colonies
  • No Outposts

Diplomatic Victory condition
Win a galactic council vote and accept results.

Research Victory condition
Research pre-requisite technologies for the Ascension project (Path to Ascension Technologies). Upon construction completion of Ascension project on a homeworld or capitol the faction wins game with a research victory.

Hall of Fame


Once a game has been completed, scoring in Lord of Rigel is based on several factors:

  • Time in Turns: TurnScore = ( #ofFactions x (80 + (20 x GalaxySize) ) - #TurnsPlayed
  • (Galaxy size: 0.5 Tiny, 1 Small, 2 Medium, 3 Large, 4 Huge, 5 Gigantic, 6 Legendary)
  • Total Population: Each enculturated unit of population is worth 1 point.
  • Number of Eliminated Factions: Each eliminated faction is worth 5 points.
  • Number of Allied Factions: Each Allied faction is worth 5 points.
  • Number of Captured Colonists: Each captured colonist who is not enculturated is worth 0.5 points.
  • Number of Technologies Discovered: 1 Point per technology, 5 points for each hyper-advanced field discovered.
  • Number of Monsters Defeated: 1 Point per monster, 5 points for each grand menace defeated.
  • Elder Species Defeated: 25 points for defeating Rigel or Arcturus
  • Final War Penalty: -50 points if Final War was triggered
  • Victory Type: 25 points for military victory, 75 points for diplomatic victory, 150 points for research victory

    Points are added and then multipliers are applied:
  • Number of Species Picks: (-10 to +10) each positive pick (left over custom species traits) adds +20% score. Each negative pick subtracts 20% from the score. Standard species (0 picks) have no species picks modifier).
  • Difficulty Modifier: (0.5 Beginner, 0.75 Easy, 1.0 Average, 1.25 Hard, 1.5 Impossible)
3. Starting a New Game
Quote:
"The conquest of space is worth the risk of life." -Gus Grissom


New Game Settings
The new game menu has galaxy generation options, species selection, and logo customization options.

Some key features:
  • A custom galaxy ID can be inputted to take the random seed from another game.
  • The random button on the bottom will randomize the galaxy seed without changing other galaxy settings.

Galaxy Options
Galaxy selection when starting a new game has major impacts on the types of gameplay options players have such as the number of possible players and presence of minor factions. Some the galaxy generation options available to players include size, shape, age, amount of minerals, and number of anomalies.

  • Galaxy size
Size
# Stars
Parsecs
Max # of Factions
Spiral Arms
Tiny
16
8 x 8
2
2
Small
32
12 x 12
4
2
Medium
64
16 x 16
6
2
Large
128
20 x 20
8
4
Huge*
256
24 x 24
10
4
Gigantic*
512
28 x 28
10
6
Legendary*
1024
32 x 32
10
6
*Huge, Gigantic, and Legendary galaxies can have over 10,000 objects and will have poor performance for most systems in the late game. While these are available, the best gameplay experience in terms of pacing and performance are Medium or Large galaxies.

  • Galaxy shape [Cluster, Spiral] can change gameplay pacing in the early to mid game as factions must expand through spiral arms.
  • Galaxy age [Young, Average, Old] changes the distribution of star spectral classes, which in turn alters the types of planets present.
  • Minerals [Poor, Average, Rich] changes the probability of planets having more or fewer minerals, which impacts production. Mineral poor galaxies will, however, have a bonus in the roll for Planet Resources (1.5% instead of the usual 1%) to offset this while mineral rich galaxies have a penalty (0.5% instead of the usual 1%).
  • Anomalies [Few, Average, Many] increases or decreases the probability of having specials such as neutron stars, black holes, and wormholes. This combines with old galaxies so an old, high anomaly galaxy will have significantly more blackholes and neutron stars than an average galaxy.
  • Max number of nebula is multiplied by 0.5 for Few anomaly and by 1.5 for Many anomaly galaxies.

Note: Galaxies with less than three factions and smaller than medium will not have the Galactic Council (Diplomatic Victory) or Elder Races.

Difficulty
Beginner: This mode heavily cripples the AI but lets players learn the ropes of the game in a relatively safe setting.
  • Non-Player Faction Economy Penalty -25%
  • Player Diplomacy Bonus +10
  • Enemy Tactical Damage Penalty -50%
  • Player Tactical Aim Bonus +20%
  • Random Event Modifier -100%
  • Player Galactic Council Score Modifier +10%

Easy:
  • Non-Player Faction Economy Penalty -10%
  • Player Diplomacy Bonus +5
  • Enemy Tactical Damage Penalty -25%
  • Player Tactical Aim Bonus +10%
  • Random Event Modifier -50%
  • Player Galactic Council Score Modifier +7.5%

Average: Average mode has no production modifiers and no tactical modifiers.
  • Player Galactic Council Score Modifier +5%

Hard:
  • Non-Player Faction Economy Bonus +25%
  • Player Diplomacy Bonus -10
  • Enemy Tactical Aim Bonus +10%
  • Random Event Modifier +50%
  • Player Galactic Council Score Modifier +2.5%

Impossible:
  • Non-Player Faction Economy Bonus +50%
  • Player Diplomacy Penalty -20
  • Enemy Tactical Aim Bonus +25%
  • Player Tactical Damage Penalty -25%
  • Random Event Modifier +100%


Advanced Settings
Victory Conditions
  • Diplomatic: Disables galactic council and diplomatic victories.
  • Research: Removes path of ascension technologies and disables research victories.

Galaxy Settings
  • Elder Races: Disables the Rigelans and Arcturans and the Doomsday Clock. Note- Final war can still occur on a failed galactic council vote. Games with fewer than four factions do not have elder species regardless of this setting.
  • Grand Menaces: Disables grand menace monster types.
  • Maximum Planet Count: 5-10 (10 is default) changes maximum planets in a star system.
  • Random Event Frequency: Increases or decreases frequency of random events. (0% to 200%)
  • Research Speed: Multiplier to overall empire research points, used to slow tech progression for longer games. (10% to 100%)

Note: Reducing maximum planet count can improve late game performance.
3. Hint: Recommended New Games
Recommended First Game:
  • Cluster
  • Medium,
  • Average Age
  • Average Minerals
  • Average Anomalies
  • 6 Factions
  • Easy
This provides a galaxy easy to move around for a shorter length game with elder species and all victory options.

Slower Paced Game:
  • Spiral
  • Large
  • Average Age
  • Average Minerals
  • Average Anomalies
  • 8 Factions
  • Average
This game has some additional movement challenges with the spiral arms and additional factions.

Good Planets, Bad Anomalies:
  • Spiral
  • Huge
  • Old Age
  • Poor Minerals
  • Many Anomalies
  • 10 Factions
  • Average
This galaxy has the highest amount of habitable planets and the most wormholes and monsters.

Knife Fight:
  • Cluster
  • Tiny
  • Young Age
  • Rich Minerals
  • Few Anomalies
  • 10 Factions
  • Hard
These settings provide a small arena with plentiful resources that the AI can use for a fast paced game.

Experiment with galaxy settings and advanced settings to find something you prefer.
4. Species
Quote:
"Every surviving civilization is obliged to become spacefaring - not because of exploratory or romantic zeal, but for the most practical reason imaginable: staying alive." -Carl Sagan

Lord of Rigel has two types of main species, the Elder species and standard factions. All of which have unique traits for different gameplay styles.

Standard factions play the game by the same rules as the player, exploring, expanding, researching technologies, and making wars or treaties.

Elder species start the game with all technologies but remain at their homeworlds. They engage in diplomacy but avoid open warfare. If the Final War commences, the Elder species "wake up" and begin expanding and warring.
4.1. Playable Species
The species you choose to play as in Lord of Rigel has great impact on the strategies and tactics you must employ throughout the game. The strengths and weaknesses of your species and those of your opponents affect every aspect of your game. Species characteristics are based on a set of traits, which can be used to create custom species for play. In Lord of Rigel there are ten pre-generated species players can select.


Aranid
  • Unification
  • Subterranean
  • -10% Diplomacy
  • -0.5 BC
  • +2 Food
  • Uncreative

Homeworld: T'klitac
Empire Name: Aranid Unity
Leader Title: Speaker
Example Leader Names: Chaka'kri, Tal'tik, Drik'khit, Kli'kla, Tak'krit

The Aranid are an insectoid species with a very high reproduction rate. They live in massive subterranean hives that wind through their large homeworld. The Aranid are xenophobic of species that are not able to hear the call of their queens. Their research also tends to focus on specific topics, their depth of knowledge is less than other species.

Note: Recommended for advanced players only due to uncreative trait.


Human
  • Democracy
  • Charismatic
  • +25% Diplomacy
  • -40% Spying

Homeworld: Sol
Empire Name: Republic of Sol
Leader Title: President
Example Leader Names: Alexander, Hannibal, Kaisar, Washington, Stuart

With the advent of faster than light travel, and a need for a unified front against potential alien aggressors, humanity has formed the Republic of Sol. Humans have demonstrated considerable aptitude for galactic diplomacy. However, the desire to foster inter-species cooperation and enterprise has left humanity vulnerable to espionage compared to other species.

Note: Recommended for new players due to diplomacy bonuses and democracy research bonuses.


Katraxi
  • Feudal
  • Warlord
  • +20% Ground Combat
  • High-G Homeworld
  • -25% Spying
  • +10% Ship Attack
  • -1 Research
  • +1 Production

Homeworld: Atra
Empire Name: Eternal Empire
Leader Title: Emperor
Example Leader Names: Khartan, Melik, Thrakh, Zorkak, Rhokar

The Katraxi evolved on the high gravity world of Atra granting them considerable physical prowess. A warrior culture with strong clan rivalries, the Katraxi disdain dishonorable acts and seeking glory outside of combat. Bringing the clans to heel, the Emperor has rapidly industrialized to expand his reach.


Ornithon
  • Dictatorship
  • -1 Food
  • +2 Production
  • Cybernetic
  • +50% Ship Attack
  • +40% Ship Defense
  • -20% Ground Combat
  • Low-G Homeworld
  • Small Homeworld

Homeworld: Algol
Empire Name: Ornithon Dominion
Leader Title: Dominar
Example Leader Names: Kirsus, Ralleir, Garin, Carsius, Jivisus

The Ornithon evolved on a low gravity world of Algol. Physically frail, the they have augmented their bodies with cybernetics. Their cybernetic implants combined with their flight abilities grant them an inherent advantage in space combat since they intuitively understand three dimensional combat. Heavily industrialized, the Ornithon are hungry for resources.


Selach
  • Dictatorship
  • Aquatic
  • Traders
  • +1.0 BC
  • -50% Population Growth
  • Poor Homeworld

Homeworld: Tuun
Empire Name: Oligarchs of Tuun
Leader Title: Executive
Example Leader Names: Jherun, Iuur, Eerda, Biidis, Laar

The Selach are an aquatic apex predator with incredibly long lifespans but a low fertility rate. Turning their eyes to the stars, the Selach see unlimited resources to exploit for their own gain. Their disposition for cooperative hunting means that Selach prefer trade over open conflict if they see a chance of defeat.


Synth
  • Dictatorship
  • Exiles
  • Creative
  • +2 Research
  • Mechanoid
  • -20% Diplomacy

Homeworld: Omnius
Empire Name: Synth Hierarchy
Leader Title: First
Example Leader Names: D3-X4, N7-R2, L5-T2, A6-N8, J2-E3

An artificial species, the Synth arrived from another galaxy after their creators attempted to exterminate them. They are capable of networking their processing power to share information and focus their efforts on technological development. The Synth prefer to be isolated, but will engage with other factions when it furthers their goals. Some speculate that their end goal is to evolve beyond their corporeal form.

Note: Not recommended for new players due to exile trait.


Tharrn
  • Dictatorship
  • +100% Population Growth
  • +1 Production
  • +10% Ship Attack
  • +10% Ship Defense
  • +10% Ground Combat
  • -10% Diplomacy
  • -1 Research
  • Sapiophage

Homeworld: Procyon
Empire Name: Tharrn Crusade
Leader Title: Supreme
Example Leader Names: Thsslar, Slarn, Gorss, Sspek, Mrrsak

The Tharrn are a species of carnivores from a large mineral rich world with a high rate of reproduction. Compared to other species they are slow to adapt and emphasize war. Warfare is highly ritualized, involving the consumption of war captives and elders. Peaceful coexistence with other species is all but impossible.


Tulock
  • Dictatorship
  • Tolerant
  • Lithovore
  • -50% Population Growth
  • Repulsive
  • Rich Homeworld

Homeworld: Vela
Empire Name: Tulock Core
Leader Title: Facet
Example Leader Names: Chryslan, Chenjasi, Elcinti, Tolpan, Uhrawa

The silicon based Tulocks are able to tolerate a wide range of environments but have a very low reproduction rate. They can also directly consume minerals and have no need for agriculture. Isolationists the Tulocks maintain minimal relations with other species. Many view the Tulocks as one of the most significant threats in the galaxy.


Xantus
  • Dictatorship
  • +50% Spying
  • Stealthy Ships
  • Shapeshifters
  • -0.5 BC

Homeworld: Xanthak
Empire Name: Shadow Cabinet
Leader Title: Primus
Example Leader Names: Aterro, Pavonor, Rhitarro, Xonn, Itarr

A species of shapeshifters, the Xantus are feared throughout the galaxy for their infiltration abilities. Their technology reflects their nature, Xantus FTL drives leave no signatures and can't be tracked. Perceived as untrustworthy, the Xantus are shunned from galactic commerce.


Yalkai
  • Feudal
  • Telepathic
  • Omniscient
  • +10% Diplomacy
  • -10% Ground Combat

Homeworld: Shaula
Empire Name: Yalkai Matriarchy
Leader Title: Grand Matron
Example Leader Names: Eide, Loroi, Nezatin, Sione, Birien

The Yalkai are a society ruled by a set of Great Houses on the small world of Shaula. Using complex pheromones and infrasonic signals they can alter the state and control other sentients, even through subspace communications, granting them expanded knowledge of galactic events. Due to their small homeward the Great Houses of Shaula remain in a perpetual state of war for limited lands and resources.

Note: Recommended for new players due to omniscient trait and reduced ship construction costs from Feudal.
4.1. Hint: Don't Be Human
Humans in Lord of Rigel are balanced more for sandbox play if on Average or lower difficulties. Their main strength is diplomacy and turning factions into allies quickly. With unions they can quickly become very powerful by annexing factions.

Of course this can be offset by raising galactic tensions, so a main threat as a Human is triggering Final War by annexing factions.

Instead consider other species like the Selach, or Katraxi if you want a challenge.
4.2. Elder Species
Elder species do not engage in the affairs of the younger races beyond basic diplomatic relations and establishing alliances to form coalitions. However, if the Galactic Council fails or galactic tensions rise too high the Final War will commence and Elder Species will engage in a genocidal war to end all wars.


Arcturan
  • Federation
  • Tolerant
  • Lithovore
  • +40% Ship Attack
  • Warlord
  • Transdimensional
  • Elder Species

Homeworld: Arcturus
Empire Name: Arcturan Confederation
Leader Title: First
Example Leader Names: Sargon, Ashur, Xaxos, Marduk, Uruk

The Arcturans are one of the two elder races left in the galaxy. Silicon based, their homeworld is a wonder of crystalline spires reaching towards the stars. However, nearly all was lost during the Great War. This war began over a debate regarding allowing species to naturally progress towards ascension. The Rigelan “grand design” was viewed as an affront against nature by the Arcturans. No one knows who began the war, but it ended with Arcturus displaced in time and space and Rigel locked in the core exclusion zone. Now Arcturus has returned, and they have formed a confederation of species. Out of fear of a second war breaking out that would destroy the galaxy, the Arcturans have agreed to allow for a Galactic Council of minor species to determine who should rule the galaxy. The Arcturans are now hoping to guide species to undo the plans of the Rigelans.

Specials
The Arcturan homeworld, Arcturus, is a Gaia planet at the start of the game. Arcturus spawns at the edge of the galaxy.

The Arcturan homeworld starts with a Starbase.
Starting fleet:
1 Battleship, 2 Cruisers, 4 Destroyers, 4 Frigates.


Rigelan
  • Galactic Unification
  • Telepathic
  • Omniscient
  • +25% Diplomacy
  • +40% Ship Defense
  • Charismatic
  • Elder Species

Homeworld: Rigel
Empire Name: Rigelan Ascendancy
Leader Title: Sephira
Example Leader Names: Metatron, Uriel, Saraquael, Remiel, Raziel, Zadkiel

The Rigelans are self-replicating plasmas that live in the coronas of stars. How they came to be a spacefaring species is lost to history. They claim home to Rigel, a Dyson Sphere at the center of the galaxy. Whether they constructed the sphere as they claim, or are but its most recent occupants is unknown. For millenia the Rigelans have worked on their “grand design” a stellar conservation project to convert the entire galaxy into Dyson Spheres to guide organic evolution along the paths they desire. The Arcturans resisted, and the Great War nearly destroyed the galaxy. Rigel was locked at the heart of the galaxy behind impenetrable spatial anomalies and Arcturus vanished. As time passed, the galaxy began to heal from the war. The Rigelans were able to send probes to every system that could harbor life in the galaxy with an invitation to join them. The reappearance of Arcturus has started a cold war. Out of fear for a war that will destroy the galaxy, the Rigelans created the Galactic Council with the Arcturans, hoping to sway new species to accept their grand plan.

Specials
The Rigelan homeworld, Rigel, is a dyson sphere. Rigel spawns close to the center of the galaxy.

Rigel starts with a Starbase.

Starting fleet:
1 Battleship, 2 Cruisers, 4 Destroyers, 4 Frigates.
4.3. Custom Species


Species have a number of attributes and special abilities based on a number of "picks." Valid species for play can have -10 to +10 picks.

A total of 10 traits (positive or negative) can be selected for a single species, regardless of pick value.
Species traits are divided into several categories.

The first are Attributes. Attributes are modifiers for the species' effectiveness in certain aspects of the strategic and tactical levels. Attributes are subdivided into Economic, Tactical, and Diplomatic categories.

Players can also select Homeworld Traits. Homeworld Traits change the characteristics of the species' home world and may also have other impacts on the species.

Special Traits are factors that make each species truly unique, and can radically affect almost any aspect of the game.

Finally, players can select their species' government type. Government type can influence morale, spying effectiveness, and numerous other factors. Each government type has certain advantages and disadvantages. Since government type can influence so many factors, it can significantly impact how a species plays. Specific trait values will be adjusted based on balance.
4.3. Hint: Custom Species Types
Ultimate Spies:
  • Dictatorship
  • -1 Research -5
  • -20% Diplomacy -4
  • +50% Spying +6
  • Repulsive -6
  • Telepathic +6
  • Omniscient +6
  • Stealthy Ships +4
  • Shapeshifter +3
While this species is terrible at diplomacy, they can see the whole map while being hidden from others and can steal the technologies they have problems researching.

Supreme Scientists:
  • Democracy
  • -0.5 BC -3
  • +2 Research +8
  • -40% Spying -7
  • -20% Ground Combat -5
  • Ancient +2
  • Creative +8
Democracy, creative, ancient, and research bonuses provide massive advantages to research that will quickly offset the initial ground combat and BC penalties. This species does have to be careful about defensive spies to prevent their advantage from being stolen.

Ground Pounders:
  • Feudalism
  • -10% Ship Defense
  • +20% Ground Combat
  • High-G +6
  • Rich +2
  • Warlord +4
With High-G bonuses, ground combat bonuses, and warlord to improve leaders this species will have the maximum ability to engage in ground combat.

Growth Mindset:
  • +100% Growth +10
  • +2 Food +7
  • -0.5 BC -3
  • -2 Research -10
  • -20% Diplomacy -4
  • -40% Spying -7
  • Poor -3
  • Subterranean +6
  • Tolerant +8
While this species has major diplomatic, spy, research, and BC penalties these are offset by massive population growth, food bonuses, and increased usable planet living space with Subterranean and Tolerant. By population alone this species will be able to expand into Military or Diplomatic victories.

These are just a few custom species types. Experiment with different combinations of traits to find unique play styles.
4.3.1. Custom Species ID
Species ID is used to allow other players to use/share the same game.
Sample Species ID: 400010000000000100000000000000010
Farming +2, Feudal, Ancient Homeworld, Warlords

Note '0' is default (no selection for trait)
1-N are selected traits in order, ex. 1 is -50 diplomacy, 2 -10 diplomacy)

Traits:
  • Population 0-4
  • Farming 0-4
  • Industry 0-4
  • Revenue 0-3
  • Research 0-4
  • Government 0-3
  • Diplomacy 0-4
  • Espionage 0-4
  • Ship Attack 0-4
  • Ship Defense 0-4
  • Ground Combat 0-4
  • Gravity 0-2
  • Size 0-2
  • Minerals 0-2
  • Exiles 0-1
  • Aquatic 0-1
  • Ancient 0-1
  • Subterranean 0-1
  • Cybernetic 0-1
  • Mechanoid 0-1
  • Lithovore 0-1
  • Sapiophage 0-1
  • Repulsive 0-1
  • Charismatic 0-1
  • Uncreative 0-1
  • Creative 0-1
  • Tolerant 0-1
  • Traders 0-1
  • Telepathic 0-1
  • Omniscient 0-1
  • Stealthy Ships 0-1
  • Transdimensional 0-1
  • Warlord 0-1
  • Shapeshifter 0-1
4.4.1. Species Traits- Attributes
Economic:
Population
  • -75% Growth = -8 Picks
  • -50% Growth = -4 Picks
  • +50% Growth = +3 Picks
  • +100% Growth = +10 Picks

This attribute affects how quickly your species' population grows. The population modifier combines with climate and pollution modifiers on planets to determine the rate of population growth on a world. Population growth can provide a major advantage, letting the player inhabit more marginal worlds.

Farming
  • -2 Food = -8 Picks
  • -1 Food = -5 Picks
  • +1 Food = +4 Picks
  • +2 Food = +7 Picks

Depending on the conditions of a planet a farmer can produce between 1 to 3 food per turn. After taking local conditions into account, this farming bonus is added to the total number of food units each farmer produces. Even if there is a -2 farming penalty, no farmer can produce less than one unit of food per turn except on planets where farming is impossible (dead, radiated, toxic, and barren worlds). This trait will, however, hinder the food production benefits of advanced technologies. Starvation can be one of the larger problems faced in the early game, making farming a highly valuable trait. Lithovore species can not take farming traits.

Industry
  • -2 Production = -10 Picks
  • -1 Production = -5 Picks
  • +1 Production = +4 Picks
  • +2 Production = +8 Picks

This industry bonus affects the rate in which colonists can construct things. A worker on a colony can normally generate 1 to 8 production units per turn based on the mineral richness of a world. After taking local conditions into account, the industry bonus is added to the total number of production units each worker produces. The downside of this trait is that pollution can be higher. Even if there is a -2 industry penalty, no worker can produce less than one unit of production per turn. This trait will, however, hinder the industrial production benefits of advanced technologies.

Research
  • -2 Research = -10 Picks
  • -1 Research = -5 Picks
  • +1 Research = +4 Picks
  • +2 Research = +8 Picks

The research attribute affects the speed at which your species is able to discover new technologies. Normally, each colonist assigned to scientific research generates 3 Research Points (RP) per turn. The research bonus or penalty of a species is added to this value to determine how much research each scientist produces per turn.

Revenue
  • -0.5 BC = -3 Picks
  • +0.5 BC = +3 Picks
  • +1.0 BC = +8 Picks

This attribute affects the amount of tax money a player can collect from their citizens. Normally colonies generate 1 BC per turn per colonist. Taxes can be raised to increase this, at the cost of production. This attribute adds or subtracts the amount in BC from the money collected per turn from each colonist.

Combat:
Ship Attack
  • -20% = -4 Picks
  • -10% = -2 Picks
  • +10% = +4 Picks
  • +50% = +8 Picks

Ship attack bonuses and penalties affect your ability to hit opponents with beam weapons in combat. This does not affect missile or torpedo weapons, which seek their target unless intercepted or spoofed with ECM. Direct fire torpedoes do not seek targets.

Ship Defense
  • -20% = -5 Picks
  • -10% = -2 Picks
  • +10% = +3 Picks
  • +40% = +7 Picks

Ship defense bonuses and penalties affect the likelihood of beam weapons hitting your ships during tactical combat. This does not affect missile or torpedo weapons, which seek their target unless intercepted or spoofed with ECM. Direct fire torpedoes do not seek targets.

Ground Combat
  • -20% = -5 Picks
  • -10% = -2 Picks
  • +10% = +2 Picks
  • +20% = +4 Picks

This attribute increases or decreases the ability of your ground troops in planetary battles and your marines in ship boarding operations. The ground combat bonus affects both offense (boarding ships and attacking colonies) and defense (defending ships from boarding actions and colonies from invasion).

Statecraft:

Diplomacy
  • -20% = -4 Picks
  • -10% = -2 Picks
  • +10% = +4 Picks
  • +25% = +7 Picks

The diplomacy attribute is a modifier applied to any diplomatic interaction. This modifier can significantly aid or hinder players in establishing treaties and imposing their will. Due to the significant advantages it affords, especially if combined with the charismatic trait, positive diplomacy modifiers have a high pick cost.

Espionage
  • -40% = -7 Picks
  • -25% = -3 Picks
  • +25% = +3 Picks
  • +50% = +6 Picks

This attribute affects your spies' ability to infiltrate enemy worlds to steal technology and perform sabotage. It also significantly increases or decreases your ability to defend yourself against enemy spy activity. This bonus is applied directly to any die roll involving spying.
4.4.2. Species Traits- Homeworld
Gravity:
  • Low-G = -5 Picks

This penalty results from your species evolving on a Low-G homeworld. Your starting planet is turned into a Low-G planet. Your species is physically weaker compared to those evolving on average and high gravity worlds, resulting in a -10% ground combat penalty. Your species also has a -25% production penalty (for food and industry) on average gravity worlds, while still having the -50% production penalty high gravity worlds. However, Low-G species face no production penalties on Low-G planets. High-G World and Low-G World are mutually exclusive.

  • High-G = +6 Picks

This bonus is the result of your species evolving on a High-G homeworld. Your starting planet is turned into a High-G world Species that evolve on High-G worlds suffer no production penalties from High-G worlds. They also gain the toughness trait in ground combat, requiring two hits to be killed. This gives species from High-G worlds a significant advantage, especially if combined with a ground combat bonus. High-G World and Low-G World are mutually exclusive.

Size:
  • Small = -2 Picks
Your species evolved on a small homeworld. This trait sets your home planet size to small, decreasing its maximum population size. Large Homeworld and Small Homeworld are mutually exclusive.

  • Large = +2 Picks
Your species evolved on a large homeworld. This trait sets your home planet size to large, increasing its maximum population size. Large Homeworld and Small Homeworld are mutually exclusive.


Minerals:
  • Poor = -3 Picks
Your species evolved on a planet that is mineral poor. This trait sets your home planet as mineral poor. Poor Homeworld provides a significant early game penalty to production. Rich Homeworld and Poor Homeworld are mutually exclusive.

  • Rich = +2 Picks
Your species evolved on a planet that is mineral rich. This trait sets your home planet as mineral rich. Rich Homeworld provides a significant early game bonus to production. Rich Homeworld and Poor Homeworld are mutually exclusive.

Other:
  • Ancient = +2 Picks
Species native to an ancient homeworld start the game on a planet that was once home to a highly advanced species. As a result, the planet is full of artifacts which grant each scientist on the home world a +2 research bonus every turn. This is a planetary trait (Planet Resources: Artifacts), and enemy factions can take advantage of this bonus if they seize your homeworld.

  • Aquatic = +5 Picks
Aquatic species ignore all of the disadvantages other species have in colonizing Swamp or Ocean planets. Ocean worlds are treated as Gaia and Swamp as Terran for population size and food production. This trait also sets your home planet as an Ocean world. If aquatic and Exiles there is no homeworld.

  • Exiles = -10 Picks
Exiled species have no homeworld. They may be refugees or their world has been lost to history. They start the game in a star system with a Terran type world like all other standard factions. However, this planet is uncolonized and the star system keeps its original random name (system name is not replaced with species homeworld system name). Exiles begin with substantially larger fleets: two colony ships, one outpost ship, three scouts, and four warships. These fleet sizes help offset the substantial disadvantage caused by starting the game without an economy. Exiles can not take the Large, Small, Rich, Poor, or Ancient Homeworld Traits but can take the others since their lost homeworld may have had those attributes.

Note- The Exile trait can be gained and lost during gameplay based on if you have colonies. The pick bonus only applies to factions starting as Exiles.
4.4.3. Species Traits- Special
  • Subterranean = +6 Picks
Subterranean species have the ability to live beneath the surface of their worlds. This doubles the potential population size for all planet types. Subterranean species also receive a 10% ground combat bonus when defending their colonies from invasion.

  • Cybernetic = +4 Picks
Cybernetic species have significant cybernetic implants. They consume half of the food normally used by a fully biological species (0.5 food/colonist) but also consume half a point of industry per colonist. Cybernetic species also repair ships outside of combat at twice the standard rate, and automated repair systems also receive a 25% bonus to repaired damage. If combined with lithovore, they do not consume food or industry. Cybernetic and mechanoid are mutually exclusive.

  • Mechanoid = +8 Picks
Mechanoid species are fully artificial sapient beings. They consume no food, but consume a point of industry per colonist instead. Mechanoid species also repair ships outside of combat at twice the standard rate, and automated repair systems also receive a 25% bonus to repaired damage. Mechanoids can not research or build androids, as most find creating a slave species of machines to be morally repugnant. If combined with lithovore (rock eating robots), they do not consume industry. Cybernetic and mechanoid are mutually exclusive.

  • Lithovore = +10 Picks
Lithovores can eat the rock of a planet for sustenance. They do not need to farm, or consume industry, to support colonists.

  • Sapiophage = -6 Picks
Sapiophages consume other sentient beings for sustenance. They can not enculturate members of another species that populate worlds they capture. Instead, alien populations are enslaved and decrease each turn (1/turn per member of your species on the planet) as they are consumed. If sentient populations are present to be consumed, sapiophages gain 1 population per turn and a +50% morale bonus. If no members of another species are present, they suffer from a -50% population growth penalty applied with other population bonuses or penalties along with a -10% morale penalty from their insatiable hunger. They also have a -25% diplomacy penalty due to their reputation for eating diplomats.

  • Repulsive = -6 Picks
Repulsive species have a 50% diplomacy penalty, and a 50% penalty in enculturating members of other species into their society. Repulsive species also have limited diplomatic options, which consist of peace treaties and declaring war.

  • Charismatic = +3 Picks
Charismatic species receive a +10% diplomacy bonus. They also gain a 50% bonus for enculturating members of other species into their society. Leaders also offer to be recruited more frequently.

  • Uncreative = -4 Picks
While regular species can choose one application in a given field of research. Uncreative species do not have a choice in what application can be selected, only one appears for each field. Available applications for uncreative species are randomly determined.

  • Creative = +8 Picks
Creative species, gain all applications in a given tech field when researched.

  • Tolerant = +8 Picks
Tolerant species can inhabit any environment. As a result they can have 50% more population on any world. They are also immune to morale and production penalties that result from industrial pollution.

  • Traders = +4 Picks
Traders can make 25% more profit off of trade treaties, 50% more profit from the sale of trade goods, and 1bc instead of the default 0.5 from selling surplus food. They recruit leaders at half cost.

  • Telepathic = +6 Picks
Telepathic species gain a +5% bonus to diplomacy, and a +10% spying bonus. If using a cruiser or larger ship they can also attempt to use mind control to seize a planet. Mind control involves a roll of 1-100. A bonus is added for each ship in the fleet attempting mind control, based on size class (Cruiser +5, Battleship +10, Titan +20). Morale penalties and bonuses of the colony being invaded are applied to the roll. Another species being telepathic gives them a +75 bonus to the roll against mind control. Overall, low morale planets ready to rebel are easily mind controlled while homeworlds are only easily mind controlled if a large fleet is present. Conquered populations through ground combat or mind control are instantly enculturated into your empire.

  • Omniscient = +6 Picks
Omniscient species see everything in the galaxy from planetary bodies to fleets. They can also see stealthy and cloaked ships at the strategic level.

  • Stealthy Ships = +4 Picks
Ships are invisible on the strategic map to hostile species.

  • Transdimensional = +5 Picks
Transdimensional beings can fold space-time with their minds. They can travel 2 parsecs per turn faster than other species on the strategic level. In tactical combat they gain 5% combat speed.

  • Warlord = +4 Picks
Warlord species can house twice the number of ground forces on their planets and ships gain experience at twice the normal rate. Warlords also have access to the Ultra-Elite ship rank and Lord leader rank.

  • Shapeshifter = +3 Picks
Shapeshifter species gain a +20% bonus to spying which stacks with other spying bonuses or penalties, but also face a -10% diplomatic penalty due to distrust.
4.4.4. Species Traits- Government Types
Government types for a species can be selected during species creation. Government type can not be changed during the game, but more advanced forms of governance can be researched. The default form of government is a dictatorship. Other forms have varying pick costs.

  • Dictatorship = +0 Picks
In a dictatorship, one individual rules the entire empire without having to answer to anyone else. Orders and decisions are enforced through a ruthless and efficient organization, by any means necessary.

Due to the increased internal security needed to prevent revolts, defensive spies gain a 10% bonus to every mission.
The morale of each planet under a dictatorship suffers by 20% until an Armor Barracks or Mechanized Garrison is built there. (The presence of local troops is necessary to exert control.)
It takes 8 turns for a Dictatorship to enculturate a unit of conquered population.
If the capital of a Dictatorship is captured or destroyed, a morale penalty of 35% is applied to all colonies until a new capital is built.

The advanced form of a Dictatorship is an Imperium. Imperiums receive the following benefits in addition to the usual characteristics of Dictatorships:

Enculturation of one unit of conquered colonists takes only 4 turns.
The Defensive Spy bonus is increased to 20%.

  • Feudal = -4 Picks
The structure of feudal governments rest on the inherited titles and holdings of an elite class, somewhat like medieval Europe. An emperor keeps the throne of a feudal government by balancing and subtly encouraging the rivalries between the more powerful members of the elite class.

The morale of each planet under a Feudal government has a 20% penalty until an Armor Barracks or Mechanized Garrison is built there. (Local troops are necessary to keep the serfs in line)
It takes 8 turns for a Feudal government to enculturate a unit of population in a conquered colony.
Feudal populations will instantly enculturate to an opposing faction if their colony is conquered. There is little loyalty to the central government, and local barons are always on the lookout for personal gain.
Due to the generally warlike nature of feudal governments, ship production costs are 2/3 normal.
Research has a 50% penalty rate due to the emphasis on warfare and political gain over study.
If the capital of a Feudal empire is captured, the entire empire is thrown into a state of anarchy as rival claimants to the throne battle for supremacy. This period of anarchy lasts until a new capital is built. Morale suffers a 50% penalty during this period.

The advanced form of a Feudal government is a Confederation. Confederations receive the following benefits in addition to the usual Feudal characteristics:

Enculturation of conquered colonists takes only 4 turns.
Ship production costs are reduced to 1/3 normal.
Confederation populations no longer instantly enculturate when captured.

  • Democracy = +7 Picks
Democratic governments in Lord of Rigel are not true democracies in the classical Greek style, but rather representative democracies similar to the United States of America. Control of the government is balanced between its multiple branches, and the population enjoys the most personal freedom allowed under any of the known forms of government.

Because of the emphasis on personal freedom, privacy, and civil rights in a Democracy, defensive spies operate under a 10% penalty.
On the other hand, greater personal liberty makes the people happier and more productive, giving a 50% bonus to both research and per capita (tax) income.
It takes only 4 turns for a Democratic government to enculturate a unit of conquered population.
Democracies are prohibited from eradicating conquered populations.
If the capital of a Democratic government is captured or destroyed, the entire citizenry suffers a period of uncertainty and chaos. This results in a 20% morale penalty until a new capital is built.

The advanced form of a Democracy is called a Federation. Federated governments receive the following benefits in addition to the usual Democratic characteristics.

Enculturation of a unit of conquered population takes only 2 turns.
The research and income bonus is increased to 75%.

  • Unification = +6 Picks
Unification is not truly a form of government as there is no centralization or clear leadership. Unity is available only to the few species that can exist harmoniously together without jealousy, envy, or concern for individual advancement. Each individual works for the good of the community rather than the self. The analogy is often made between a Unity and eusocial insects. This is a simplistic and misleading analogy. Unified populations are neither mindless; they simply work for the good of the whole as opposed to individual gain.
Since every individual works for the good of the whole, there can be no traitors. This gives Unification defensive spies a 15% bonus.

Unification colonies do not have morale, and as a result can not rebel.
Instead of morale bonuses, Unifications receive a 50% harmony bonus to species food and industry production due to the nature of their society.
All morale effects of buildings are ignored by Unification governments.
The vast societal differences make it difficult for outsiders to join a Unified culture. It takes 20 turns for a Unified government to enculturate a unit of conquered population.
The loss of the capital is irrelevant to a Unified species. Unified governments neither have nor need a capital.

The advanced form of Unification is Galactic Unification. Galactic Unification governments receive the following benefits in addition to the usual Unification characteristics.

Enculturation time is reduced to 15 turns.
The harmony production bonus (to food and industry) increases to 100%.
5. Galaxy Generation
Quote:
"The stars are full of equal beauty and horror." -Ezra Chabon

Your chosen settings in new game will generate a new galaxy.

Galaxy ID
Galaxy ID is unique for your game settings and can be used to allow other players to use/share the same game.

Sample Galaxy ID: 789883776SLAAA6EXYXY50

  • 156285178 - Galaxy Seed Number
  • Shape - Galaxy Shape (C: Cluster; S: Spiral)
  • Size- Galaxy Size (T: Tiny; S: Small; M: Medium; L: Large; H: Huge; G: Gigantic; E: Legendary)
  • Age - Galaxy Age (Y: Young; A: Average; O: Old)
  • Minerals - Mineral Richness (P: Poor; A: Average; R: Rich)
  • Anomaly - Anomaly Count (F: Few; A: Average; M: Many)
  • Faction - Number of Factions (2 minimum)
  • Difficulty - Difficulty Level (B: Beginner; E: Easy; A: Average; H: Hard; I: Impossible)
  • Tech - Starting Technology Level (X: Default)
  • Elder - Elder Factions (Y: Default)
  • Other - Other Factions (X: Default)
  • Menaces - Grand Menaces (Y: Default)
  • Event - Random Event Multiplier (%)
5.1. Star Types
The star at the center of each system has a set of identifying characteristics that sets it apart from its neighbors and inform players about the types of planets that are present. Each star type will tend to have planets useful to the player for different reasons. The following star spectral types are in the game:

  • B (Blue-White): B class stars are extremely hot and put out more radiation than other types. As such, worlds in these systems tend to be mineral rich but do not support organic life.
  • F (White): F class stars are slightly cooler than blue stars, and have less radiation. They tend to be slightly less mineral rich and support organic life better than class B stars.
  • G (Yellow): Spectral class G stars are average. They have moderate resource levels but a good probability of supporting habitable planets.
  • K (Orange): Slightly cooler than G class stars, these have the highest probability of supporting organic life, but tend to have mineral poor worlds.
  • M (Red): These are the coldest star type, and come in the form of small red dwarf stars and red giant stars. In both cases these rarely support planets, and what planets are present are mineral poor.
  • Y (Brown): Brown dwarves undergo nuclear fission, but are not massive enough for stellar fusion. These systems rarely have planets.
  • White Dwarf- These stellar remnants tend to not have planets, let alone habitable ones. White Dwarves have a 1% chance of having a wormhole in galaxies with average anomalies. This is a 0.5% chance in galaxies with few anomalies, and a 2% chance in galaxies with many anomalies.
  • Neutron Star- The remnants of a super nova. Planets are rare, and the ones present do not support life. However, they have triple the chance for a system special. Neutron stars also slow down FTL travel within a four parsec radius by half. A Hyperspace Navigation ship system negates this effect. Neutron Stars have a 5% chance of having a wormhole if a galaxy has average anomalies. This is a 1% chance in galaxies with few anomalies, and a 10% chance in galaxies with many anomalies.
  • Blackhole- Stellar remnants with gravity so strong that light can not even escape, black holes disrupt FTL travel. Ships can't pass within a two parsec radius of a black hole. A Hyperspace Navigation ship system negates this movement penalty effect. Black holes can also not be set as a destination for a fleet.

  • Nebula- Not a star, but a form of space terrain. Nebula may be randomly placed throughout a galaxy (1% chance per square parsec, but not if within 4 parsecs of the center of an existing nebula, and not exceeding the maximum count for a galaxy size). These dense clouds reduce FTL speeds within them by half unless a ship has the Bussard Scoop system installed, or has hyperspace navigation.
    Also, ships can't be detected by long range scanners while in a nebula unless within 1 parsec of a ship or colony.
    Tactical combat in a nebula prevents the use of shields unless a ship is fitted with hard shields.
    Beam attack is also reduced by -50 for all ships as ionization effects sensors.
    Nebula sizes range randomly from 1x1 to 4x4 parsecs.
    Nebulas raise the minerals up one level for any planet in a system in a nebula. This also raises species mineral homeworld traits.

Determining Star Type
When generating a galaxy, a random number generator is used to determine the spectral class of each star. This system is weighted by the age of the galaxy selected. This calculation is performed for each star on the map. Galaxies with the few anomalies setting re-roll if they roll a value higher than 85. This second roll is used to determine stellar class. This increases the probability for non-anomaly type stars in galaxies with few anomalies. This is done instead of a flat penalty to ensure that some black holes can exist. Galaxies with the many anomalies setting have a +2 to this die roll. Values over 100 are treated as 100.

Class
Young
Average
Old
B
1-20
1-10
1-5
F
21-45
11-25
6-10
G
46-55
26-31
11-40
K
56-65
32-48
41-61
M
66-89
49-86
62-79
Y
90-93
87-90
80-85
White Dwarf
94-97
91-95
86-91
Neutron Star
98-99
96-98
92-95
Black Hole
100
99-100
96-100
Star Class by Galaxy Age
5.2. Star Systems
Once the game has determined how many satellites each star has, it then calculates the orbital position and type of each satellite. Satellites come in a variety of forms.

  • Planets: Planets are satellites with solid surfaces and highly variable environments. At the beginning of the game these are the only bodies that can be colonized. Outposts can also be built on planets, but are superseded by colonies.
  • Gas Giant: These have no clear surface. Orbiting outposts can be constructed. These can be colonized when Protomatter Device tech is used to make one a planet.
  • Asteroids: Fields of debris around a star with insufficient mass to form a planet. Outposts can be constructed. These can be colonized if a Protomatter Device is used to make one a planet.
  • Stars: Stars can also have stellar companions. Black holes can't be a companion star type. Neutron star companions will impact movement at the strategic level. These stars are scaled down in size in system view to always be smaller than their host star.

Orbit count by star type
Roll
B
F
G
K
M
Y
White Dwarf
Neutron Star
1
1
1
1
1
1
0
0
0
2
2
1
2
2
1
0
0
0
3
3
3
2
3
3
2
0
0
4
4
2
2
4
2
0
0
0
5
5
3
5
5
4
1
0
0
6
6
4
6
6
6
1
1
1
7
7
5
7
7
7
1
1
1
8
8
6
8
8
8
1
1
1
9
9
7
9
9
9
2
1
1
10
10
8
10
10
10
3
2
2
Note: This is capped by maximum orbit count in advanced game settings.

Default is 5 but can be expanded to 10. Please note that 10 should be saved for high performance systems as when paired with galaxy size it will exponentially increase AI and economy processing time.
5.2.1 Star System Orbits
Roll
Orbit 1
Orbit 2
Orbit 3
Orbit 4
Orbit 5
Orbit 6
Orbit 7
Orbit 8
Orbit 9
Orbit 10
1
Asteroids
Asteroids
Asteroids
Asteroids
GasGiant
GasGiant
GasGiant
CompStar
CompStar
CompStar
2
CompStar
CompStar
Asteroids
Asteroids
GasGiant
GasGiant
GasGiant
GasGiant
Asteroids
CompStar
3
GasGiant
GasGiant
Asteroids
GasGiant
GasGiant
GasGiant
GasGiant
GasGiant
GasGiant
Asteroids
4
Planet
Planet
Asteroids
GasGiant
GasGiant
GasGiant
GasGiant
GasGiant
GasGiant
GasGiant
5
Planet
Planet
Asteroids
GasGiant
GasGiant
GasGiant
GasGiant
GasGiant
Planet
Planet
6
Planet
Planet
Planet
Planet
Planet
GasGiant
GasGiant
GasGiant
Planet
Planet
7
Planet
Planet
Planet
Planet
Planet
Planet
GasGiant
GasGiant
Planet
Planet
8
Planet
Planet
Planet
Asteroids
Planet
Planet
GasGiant
GasGiant
GasGiant
Asteroids
9
GasGiant
Planet
Planet
Planet
Planet
Planet
Planet
Planet
Planet
Planet
10
Planet
Planet
Planet
Planet
Planet
Planet
Planet
Planet
Planet
Planet
Orbit Types

CompanionStar (10%) has a 10% chance of spawning a companion star, and 90% chance of spawning an asteroid belt.

GasGiants have different cosmetic types based on distance from their star. Orbits 1-2 Hot Giant, Orbits 3-7 Gas Giant, Orbits 8-10 Ice Giant

Planetary rings: All satellites, with the exception of gas giants and companion stars have a 5% chance of having a ring. If a ring is present the planet has the ‘ring’ planetary resource. Companion stars can not have rings. Gas giants and Ice Giants have a 50% chance to spawn a ring. Hot Jupiters have a 0% ring spawn chance (rings boil away).
5.3.1. Planet Size
Once satellite types and positions have been set, the game then assigns sizes to every planet. Planet size is determined by a 1-10 roll. Planetary size class is the number that represents planet size in any equation. The following is a list of planet size characteristics:

Roll
Size
1
Tiny
2-3
Small
4-7
Medium
8-9
Large
10
Huge
Planet Size Distribution

  • Tiny: Planets with diameters less than 2,500 kilometers. "Dwarf planets" such as Ceres and Pluto fall under this category. These tend to have low gravity, no atmosphere, and little capacity for production.
  • Small: Planets with diameters between 2,500-5,000 kilometers. Approximately the size of Mars. These generally retain an atmosphere and are better for production than tiny planets.
  • Medium: Planets with a diameter between 5,000-10,000 kilometers. Earth and Venus fall under this size. Gravity and environmental conditions can vary but many are Earth-like.
  • Large: Planets with a diameter between 10,000-20,000 kilometers. These include "Super Earths." These are often high gravity but with above average production potential.
  • Huge: Planets with a diameter exceeding 20,000 kilometers. These often hit the transition between rocky planet and gas giant. They are high gravity worlds with high production potential.

Planet size and climate determine maximum, population. Planet size and minerals determine gravity.


5.3.2. Planet Minerals
Each planet has a distribution of minerals determined by spectral type. Mineral wealth varies from ultra-poor (worst) to ultra-rich (best). The more minerals a planet has, the more production it can support. Mineral richness impacts planet mass, and increases its gravity. Mineral amounts are determined using a 1-10 roll. This roll is modified based on the mineral richness setting for the galaxy. Poor galaxies have a -2, while rich galaxies have +2 to the roll. Young hot stars tend to have more mineral rich worlds while cold, old stars are more mineral poor.

Nebulas raise the minerals up one level for any planet in a system in a nebula. This also raises species homeworld minerals traits.

Roll
B
F
G
K
M
Y
White Dwarf
Neutron Star
1
Average
Average
Poor
Poor
Ultra-Poor
Ultra-Poor
Ultra-Poor
Ultra-Poor
2
Abundant
Average
Average
Poor
Poor
Ultra-Poor
Ultra-Poor
Ultra-Poor
3
Abundant
Abundant
Average
Average
Poor
Ultra-Poor
Ultra-Poor
Ultra-Poor
4
Abundant
Abundant
Average
Average
Poor
Poor
Ultra-Poor
Ultra-Poor
5
Rich
Abundant
Abundant
Average
Average
Poor
Ultra-Poor
Ultra-Poor
6
Rich
Rich
Abundant
Abundant
Average
Poor
Poor
Ultra-Poor
7
Rich
Rich
Abundant
Abundant
Average
Average
Poor
Ultra-Poor
8
Rich
Rich
Rich
Abundant
Abundant
Average
Poor
Ultra-Poor
9
Ultra-Rich
Rich
Rich
Abundant
Abundant
Average
Poor
Ultra-Poor
10
Ultra-Rich
Ultra-Rich
Rich
Rich
Abundant
Abundant
Average
Ultra-Rich
Mineral Type by Star Class

A planet's mineral concentration determines the amount of production a worker can generate per turn. The following table shows the production limitation per worker for each planetary mineral class.

Mineral Class
Production per Worker
Ultra-Poor
1
Poor
2
Average
3
Abundant
4
Rich
5
Ultra-Rich
8
Industrial Output by Mineral Class
5.3.3. Planet Gravity
Planetary gravity affects how colonists can perform their duties. Most species have heavy penalties when on low or high gravity planets. In Lord of Rigel planets fall under three gravitational categories:

  • Normal: Normal planets have a gravitational field similar to Earth. These worlds have no adverse effects on colonist production. Species from Low-G worlds have a 25% productivity penalty.
  • Low-G: These planets have a gravitational field less than half of a Normal-G world. This reduces the base productivity of colonists (for food and industry) on these worlds by 25%. Species from a Low-G world do not have any adverse effects from the gravity of these worlds as they are adapted to it.
  • High-G: These planets have a gravitational pull at least 1.5 times that of Earth. These planets may have atmospheres, but they're not necessarily breathable. Base productivity of colonists (for food and industry) on these planets is reduced by 50%. Species from High-G worlds, since they are adapted to this type of environment, face no productivity penalty.

Planet Gravity
Low-G
Normal
High-G
Low-G Species
0
-25
-50
Normal Species
-25
0
-50
High-G Species
-25
0
0
Gravity production penalties by species gravity trait

Two factors affect a planet's gravitational strength in game: size and minerals. Large planets with lots of minerals tend to be High-G, while small planets with few minerals tend to be Low-G.

Minerals
Tiny
Small
Medium
Large
Huge
Ultra-Poor
Low-G
Low-G
Low-G
Normal
Normal
Poor
Low-G
Low-G
Normal
Normal
High-G
Average
Low-G
Low-G
Normal
Normal
High-G
Abdundant
Low-G
Normal
Normal
High-G
High-G
Rich
Normal
Normal
Normal
High-G
High-G
Ultra-Rich
Normal
Normal
High-G
High-G
High-G
Planet size and mineral gravity determination
5.3.4. Planet Climate Generation
Most humanoid life requires certain, specific, conditions to survive. The conditions required to support sentient populations exists on relatively few worlds. However, life itself is common in the galaxy; microbial species can survive on a much broader spectrum of conditions. In Lord of Rigel, each star can potentially be home to up to three planets capable of supporting life depending on a star's spectral class.

Planetary environments are grouped into four primary categories: bombarded, hostile, life-supporting, and lifeless. A planet's environmental category depends on the spectral class of the system's primary star and planet orbit. Bright, young stars which emit large amounts of radiation tend to have irradiated worlds. In contrast, old stars tend to have cold, barren worlds. Life bearing planets tend to be found in orbit of Yellow (Class G) and Orange (Class K) stars.

Class
Orbit 1
Orbit 2
Orbit 3
Orbit 4
Orbit 5
B
Bombarded
Bombarded
Bombarded
Bombarded
Hostile
F
Bombarded
Hostile
Hostile
Organic
Organic
G
Hostile
Organic
Organic
Organic
Lifeless
K
Hostile
Organic
Organic
Organic
Lifeless
M
Hostile
Organic
Organic
Lifeless
Lifeless
Y
Organic
Lifeless
Lifeless
Lifeless
Lifeless
White Dwarf
Hostile
Lifeless
Lifeless
Lifeless
Lifeless
Neutron Star
Bombarded
Bombarded
Bombarded
Bombarded
Bombarded


Class
Orbit 6
Orbit 7
Orbit 8
Orbit 9
Orbit 10
B
Hostile
Organic
Organic
Organic
Lifeless
F
Organic
Lifeless
Lifeless
Lifeless
Lifeless
G
Lifeless
Lifeless
Lifeless
Lifeless
Lifeless
K
Lifeless
Lifeless
Lifeless
Lifeless
Lifeless
M
Lifeless
Lifeless
Lifeless
Lifeless
Lifeless
Y
Lifeless
Lifeless
Lifeless
Lifeless
Lifeless
White Dwarf
Lifeless
Lifeless
Lifeless
Lifeless
Lifeless
Neutron Star
Bombarded
Bombarded
Bombarded
Bombarded
Bombarded
Environmental Class Table

Along with having a general environmental classification, planets also have specific climates. Climate is one of the major factors that players see in the game and impacts issues such as population size, population growth, food and industrial production, and the maintenance costs of colony structures.

Climate types are assigned to planets in each of the environmental groupings based on a random roll of 1-100. The following table shows the method of distributing climates by environmental group. Old galaxies have a different distribution (in parenthesis), as they are more organic rich.

Climate
Bombarded
Hostile
Organic
Lifeless
Radiated
1-10
1-15 (1-5)
1-5
Inferno
11-15
16-30 (5-15)
6-10
Toxic
16-70 (16-55)
31-65 (16-35)
11-24 (N/A)
1-20
Barren
71-85 (56-64)
66-79 (36-45)
25-30 (11-14)
21-79 (21-60)
Minimal
86-93 (65-75)
80-85 (46-56)
31-35 (15-21)
80-90 (61-70)
Desert
94-100 (76-100)
86-95 (57-80)
36-45 (22-34)
Tundra
97-100 (81-100)
46-55 (35-47)
91-98 (71-96)
Ocean
56-63 (48-56)
99-100 (97-100)
Dead
64-65 (57-60)
Swamp
66-73 (61-73)
Jungle
74-78
Arid
79-87 (79-86)
Terran
88-98 (87-96)
Gaia
99-100 (97-100)
Climate Type Distribution
5.3.5. Planet Climate Types
Radiated
Radiated planets are constantly washed by radiation. Due to the detrimental effects of this bombardment food can not be grown on radiated worlds and there is an additional 150% building maintenance penalty. Planetary shields constructed on a planet convert radiated planets into barren worlds. If the shield and terraformers are destroyed the planet will revert to being radiated.

Inferno
These planets are highly tectonically unstable with constant volcanic eruptions. This may be due to tidal forces, closeness to its parent star, or decaying radioactive elements. This increases the maintenance cost for buildings by 175%. Advanced Terraformer tech allows for terraformers to permanently convert Inferno worlds into Barren worlds.

Toxic
Toxic planets are covered with corrosive materials that eat through nearly anything. This increases building maintenance cost by 200%. Food production is also impossible on toxic planets. Advanced Terraformer tech allows for terraformers to permanently convert Toxic worlds into Barren worlds.

Barren
Barren worlds are primarily formed out of silicate minerals. They have little or no soil or water. Food can not be grown on these planets and colonists must live in enclosed environments. Maintenance costs on these worlds is 125% higher than normal. Terraformers can convert these planets to Minimal.

Artificial
Artificial planets constructed by player. Can not grow food, maintenance costs 125% higher than normal. Terraformers convert these planets to Desert.

Minimal
Minimal planets produce 0.5 food per farmer each turn. The frequent storms and low atmospheric pressure of these worlds increases maintenance costs by 125%. Terraformers can convert minimal worlds to Arid worlds.

Desert
Desert planets have atmospheres but lack liquid water. Food production is possible but is limited to 1 food per farmer each turn. The frequent sandstorms on desert worlds increases maintenance costs by 150%. Terraformers can convert desert worlds to arid worlds.

Tundra
Tundra planets have constant subzero temperatures and are covered by permafrost year round. Freezing conditions increase maintenance costs by 150%. Farmers can produce 1 food per turn. Tundra worlds can be terraformed into swamp planets.

Ocean
These worlds have little, if any, dry land. Food production is normal, but maximum populations are low for most species as special artificial habitats are required. Terraforming can add land mass, converting these to Terran worlds. There is an additional 125% building maintenance penalty to maintain underwater structures, unless the species is Aquatic.

Dead
These planets once had organic life but it was lost as a result of natural disaster or long forgotten wars. These worlds are highly inhospitable but frequently have artifacts. Food can not be grown on Dead worlds and there is an additional 175% building maintenance penalty.

Swamp
Wet worlds covered with thick vegetation, these worlds have normal food production but maximum population size is limited by the intense hot and humid environment. Swamp planets can be terraformed into Terran worlds.

Jungle
These warm planets are covered in lush forests. These planets have food production on par with Terran worlds but lower population sizes due to competition with their complex ecosystems.

Arid
Arid worlds are still harsh, farmers can only produce one food per turn, but lack the maintenance penalties of desert worlds.

Terran
Terran worlds have an Earth-like climate. Food production is excellent (2 per farmer per turn). Gaia transformation allows terraformers to convert these worlds into Gaias.

Gaia
This climate is an engineered optimum for supporting humanoid life and vegetation. These worlds can produce up to 3 food per farmer per turn. These worlds also have the maximum population capacity for a given planet size.
5.3.6. Planet Climate Properties
Each planet has a maximum population influenced by climate type and size, the following table outlines this relationship:

Climate
Tiny
Small
Medium
Large
Huge
Radiated
1
3
4
5
6
Inferno
1
3
4
5
6
Toxic
1
3
4
5
6
Barren
1
3
4
5
6
Artificial
1
3
4
5
6
Minimal
1
3
4
5
6
Desert
2
4
6
8
10
Tundra
1
3
4
5
6
Ocean
1
3
4
5
6
Dead
1
3
4
5
6
Swamp
2
4
6
8
10
Jungle
3
5
10
13
16
Arid
3
6
9
12
15
Terran
4
8
12
16
20
Gaia
5
10
15
20
25

Ringworlds have a base population of 50 and Dysonspheres 100.

Exceptions to these population limits include androids and species with subterranean and tolerant specials.

The following table summarizes planetary climate maintenance costs and food per farmer:
Climate
Maintenance Penalty
Food per Farmer
Radiated
150%
0
Inferno
175%
0
Toxic
200%
0
Barren
125%
0
Artificial
125%
0
Minimal
125%
0.5
Desert
150%
1
Tundra
150%
1
Ocean
125%
2
Dead
175%
0
Swamp
100%
2
Jungle
100%
2
Arid
100%
1
Terran
100%
2
Gaia
100%
3

Dysonspheres and Ringworlds behave as Gaia climates for food and maintenance.
5.3.7. Planet Resources
Planet resources have a 1% chance of occurring per planet (1.5% if a mineral poor galaxy, 0.5% if mineral rich) with the exception of Dead and Gaia worlds which have a 10% chance, one per planet except for rings and nebula:

  • Artifacts- +2 research per scientist
  • Aurum +5 BCs
  • Tholon Crystals + 10 BCs
  • Ring +1 industry per worker -0.25 food per worker. Planet receives this bonus if it gains a ring from the ring roll.
  • Fertile +150% food output Converts planet to Terran 75%, Gaia 25%
  • Ancient Factory +150% industrial output converts planet to Dead 50%, Terran 40%, Gaia 10%
  • Nebula Increases planet mineral richness by one level. Planet receives this bonus if its system is within a nebula.
  • Pre-warp civilization 3 population with +5 food species bonus, pre-warp populations don’t pay tax, and can not be reassigned from farming. Converts planet to Arid (10%), Desert (10%), Jungle (15%), Swamp (15%), Terran (25%), Gaia (25%)
  • Lost Colony adds 3 population of first species to colonize planet. Converts planet to Minimal (5%), Desert (10%), Tundra, (10%), Arid (10%), Terran (45%), Jungle (10%), Swamp (10%)
  • Metaphasic Mantle +10% population growth.
  • Tesserated Ruins +2 maximum population.
  • Euphoric Chems +10 morale.
  • Silicatrophs +10% pollution reduction.
6. Economy
Quote:
"Every citizen knows their place. They are born, educated, trained, and given cybernetics to fit that place so completely that they dream of nothing else." -Dominar Kirsus

Lord of Rigel's economy focuses on several key resources:

Empire Wide
  • BCs- Billions of Credits used to purchase production, hire leaders, and maintenance for buildings, ships, and leaders. If the treasury is negative you can not purchase production.
  • RPs- Research points. Generated by researchers and research stations. Is used to research technologies.

Colony
  • Food- Agricultural production, needed for population growth unless a Mechanoid or Lithovore, Planets not blockaded or under quarantine that have climates that support food production generate food. Food is automatically shipped to other planets not under blockade or quarantine. Surplus food not used is sold for BCs.
  • Industry- Used to produce items. Surplus production can be used for Trade Goods to increase BCs, Cultural Consumerism to increase Morale, or Housing to increase population growth. Left over production on an item will be put onto the next item in queue. Industry is consumed for food by Mechanoids and partially used by Cybernetic species.
  • Pollution- Generated by industry. Reduces morale and can negatively impact planet climates if too high.
  • Morale- Effects such as starvation, pollution, a negative empire treasury, and espionage actions can all lower morale. Low morale planets have reduced economic output and a risk of rebellion.

Abstraction
Lord of Rigel abstracts some systems turned into points in other 4x games. Diplomacy points are tied to specific relation tied interactions each turn. Command points instead of being tied to starbases or leaders are tied to overall maintenance costs which can be offset by Fleet Anchorages. Finally, surplus and freighters are abstracted instead of individually constructed and so population movement by freighters and movement of goods automatically occurs provided a planet is not under quarantine or blockade.

Colony Focus is also used as opposed to individually assigning units of population to tasks as it allows you to set the high level goal of a given planet. You're an Emperor, not a spreadsheet manager.
6.1. Population Growth
Population is the most fundamental resource in Lord of Rigel. Units of population can be assigned to various tasks (farming, industry, and research).

The maximum population of a colony depends on factors outlined in Galaxy Generation. The starting population of any colony is 1. Population growth generally depends on the amount of food produced on that colony, but other factors such as environment type and existing population amount also have a role. Population growth is calculated for each species occupying a planet. The equation for calculating the base rate of population growth (modified by species modifiers and technologies) is:

Base Population Growth Formula
GrowthBase=√((PopMax – PopTotal) x PopCurrent x 2000) / PopMax)
Let: PopMax=Maximum population for the given species on the planet
PopTotal=Entire population on the planet, including all species, natives, and robots
PopCurrent=Number of units of population for the species being calculated
After calculating base population growth the following percent modifiers are then applied:

  • Food Shortage -50 for each unit of food short (-25 if species is cybernetic, -0 if lithovore, this penalty applies to industrial shortages instead of food if mechanoid)
  • Racial Bonuses
  • Bioweapons used that turn on colony -100
  • Housing (if housing is at top of production queue): ( 40 x Total Production ) / Total Population Technological Bonuses. For housing to increase population you must have positive food production or either the mechanoid or lithovore trait.

Once these percent modifiers are totaled the final population growth rate per turn for each species on a colony is:

Final Population Growth Calculation
GrowthActual=(GrowthBase x CombinedPercentModifiers) / 100

After this has been calculated, the actual growth rate figures for all species present are averaged to provide the actual population growth rate for the turn that is displayed in the planet summary.

Each time a species on a planet accumulates one billion population growth points a new colonist appears belonging to that species.

Population is capped by the maximum population, which is the carrying capacity of the planet. Growth will not go over the limit.
6.2. Morale
Morale is a rating from 0% to 100%. Each ten percent above or below 50 provides a production bonus (Food, Industry, Research) or penalty of 10%.

Feudal governments and dictatorships have a -20% morale penalty unless a Barracks is present. Various technologies or government advances also improve morale.

Unification governments do not receive a morale bonus or penalty, but have a government bonus that is +50% to species food and industry bonuses.

Having units of population with different culture (captive population) causes a -0.5% morale penalty for each captured, non-enculturated, population. This means that freshly captured well-populated enemy planets have a risk of rebelling.

  • There is also a -5% morale penalty for every 10% of taxation.
  • Deficit spending, when the imperial treasury is below 0 BCs has a 10% morale penalty.
  • Blockaded worlds have a -10% morale penalty.
  • Quarantined worlds have a -10% morale penalty.
  • Starvation causes a -5% morale penalty for each deficit unit of food.
  • Pollution causes a -0.5% morale penalty for each unit of pollution on planet climates that have farming. (Inferno, Radiated, Barren, Toxic, and Dead worlds have no morale penalties from pollution)
6.3. Captured Population
Captured alien (not the player faction's species) populations can work on any task on a colony but have a -50% production penalty. This penalty disappears once they have been enculturated into the player's society.
  • Enculturation time is dependent on government type. By default it takes 8 turns to enculturate one unit of alien population.
  • The presence of unenculturated population on a planet causes a morale penalty of -0.5% morale per unenculturated population unit.
  • Captured members of the same species are immediately enculturated.
  • Population capture occurs after a successful ground invasion when the player hits the "enculturate" button in the post combat planet capture menu or when the AI selects enculturation instead of extermination after ground combat.
  • Repulsive species enculturate with a 50% penalty.

  • Exterminate- Immediately removes all population from the planet and adds 1 colonist of the player species.
  • Democracy governments can not exterminate.
  • Sapiophage replaces exterminate and telepathy with sapiophage option which consumes captured population.
6.4. Rebellions
Initial Rebellion
If morale on a planet is below 25% there is a 2.5% chance of rebellion per turn for each percentage under 25%. This means planets with 0% morale have a 62.5% chance of rebellion per turn.

Rebellions result in a planet leaving your empire and becoming its own faction.

Other planets joining rebellion on initial rebellion turn

Once a first planet has rebelled, then other planets have a percent chance to join that new faction based on 100-morale percent if it is below 25%. (ex. 15% morale is a 85% chance of rebelling)
Multiple Rebellions

After a rebellion has begun, on the next turn if a new rebellion begins there is a chance for the rebellion to start a second faction, or join the existing rebel faction.
If a new rebel faction is started, the "other planets joining rebellion" go to the new faction for that turn.

There is a 1-100 roll for factions creating a new rebel faction.
If the roll is over 50, it joins a random existing rebel faction of the same species.

This roll is modified by government type:
  • +25 Dictatorship
  • -25 Feudal
  • 0 Unification
  • 0 Democracy

Recapturing planets
If a rebel planet has been reconquered it gains a +50% rebellion crushed morale bonus that lasts for 10 turns.

Diplomatic Relations
Rebellions inherit the diplomatic relations that the parent faction had with other factions, but have a relationship of 0 with the parent faction.
6.5. Food Production
Food is pooled automatically from all planets not under blockade or quarantine.

By default if a planet can produce food, each colonist assigned to farming produces at least 1 unit of food. The calculation for food production is the planetary food production amount per farmer plus the species food production multiplied by any percent bonuses or penalties (technologies, planetary specials, leaders). This equals the total food per farmer. Food related Buildings produce a set amount food without the need of farmers. If the total food produced is less than 1 for a colonist on a planet that can produce food, it is rounded up to 1.

Food Calculation
((Planetary Food Production + Species Food Production Bonus ) * Percent Bonuses) + BuildingFoodProduction = Total Food Produced
If Total Food Produced < 1, Total Food Produced =1

Surplus Food
Planetary food production is production of the farmers for planet climate plus bonuses per farmer applied by buildings or technologies.Excess food is sold at the rate of 0.5 BC per unit of food, provided the colony with surplus is not under blockade.

Provided that enough surplus food is being produced, and the recipient planet is not under blockade, colonies with a food deficit (consuming more food than they are producing) will automatically receive food. If a system is blockaded (a hostile enemy fleet is present) it prevents food from being imported or exported from that planet. As a result, blockading breadbasket worlds is a strong strategy. Quarantines, which trigger after a bioweapon was used on a colony act the same as blockades.
6.6. Industry
Industrial production is unique to each planet.

Industrial production is calculated in a similar manner as farming production. There is a set planetary industry amount per worker based on the amount of minerals on a planet. The species industry bonus, and any buildings that provide a bonus in production per worker are added to that. The resulting value is then multiplied by any percent bonuses or penalties (technologies, buildings, planetary specials). This equals the total production per worker. If the production per worker is less than 1, it is rounded up to 1.

Production Calculation
(Planetary Industry + Species Industry Bonus + Building Bonuses per Worker) * Percent Bonuses = Total Production
If Total Production < 1, Total Production=1
6.6.1. Pollution
Pollution is the result of over industrialization once a colony has more production than the planet's pollution tolerance. Pollution tolerance is 2x a planet's size class. When production goes above that, pollution is generated. One unit of pollution is generated for each unit of production over the planetary tolerance. Each unit of pollution produced has a -0.5% morale penalty and -0.01 farming penalty on planets with food production. Planets without farming production (Barren, Radiated, Inferno, Toxic, and Dead) have no farming penalty.

Size
Pollution Tolerance
Tiny
2
Small
4
Medium
6
Large
8
Huge
10
Pollution tolerance.by planet size
6.7. Construction
The pooled production of all workers on a colony is applied to construction on any active project in the queue.

Buildings and special units (Spies, Androids) have a set production cost.

Ships have a production cost based on their hull class plus the cost of all weapons and special systems.

Ships larger than destroyers require a starbase at a planet to be present in order to be constructed or to be refitted.

One building can be constructed per planet. But multiple special units and ships can be queued.

Items can be moved up and down the build queue and in progress production is saved unless an item is removed from the queue. Excess production not used in finishing an item is applied to the next item in queue.

Buying Production
If a player has to quickly produce a ship or building and has sufficient funds in their treasury, the buy button is an option in the empire and planetary screens. Paying for project completion will finish production at the start of the next turn. The amount paid to finish each production point varies by the percentage of the item completed (finished production/total production cost).

% Complete
Cost in BCs in production
0-10
10
11-50
5
51-100
2


To illustrate, to outright purchase a 60 production item would cost 600 BC. To purchase one with 11% of its construction completed would only cost 265 BC.

Production can not be bought on blockaded worlds.
6.8. Income (BCs)
Each unit of population (not captured) by default generates 1 BC of income. Any species bonus is added to that. The resulting value is then multiplied by any percent bonuses to derive the total money produced per colonist. Taxes add a 0-50% to the percent bonus. Taxes reduce total industrial output on worlds by that percent, and also have a -5% morale penalty for each 10% of taxation.

BC Calculation
(1 + Species Money Bonus ) * Percent Bonuses = Total Money (BCs) Produced

Empire Deficit Spending
If a player has negative income and their treasury drops below 0 BC, they enter deficit spending and production can not be purchased. Deficit spending ends when the treasury is above 0 BC. When in this state there is an additional -10% morale penalty throughout the empire.
6.9. Repair and Maintenance
Repair
Any damaged ships or buildings at a colony are automatically repaired at a rate based on colony production. No production points are taken from current production for repairs.

Damaged buildings are automatically repaired, the time to repair a building from 0 hitpoints to full health is a turn count based on base HP.

The time to repair damaged ships from 0 hitpoints to full health is also equivalent to 25% of the time it would take to construct a ship with the pooled industrial output of the entire system.

At least one starbase must be present in the system to repair ships larger than destroyers.

Maintenance Costs
Several factors take money from a player's gross income each turn. These maintenance costs include:

Buildings: Each building constructed on a colony generally has a base maintenance cost of 1-3 BC depending on tier of structure.

Stations: Each station costs 1 BCs per turn per size class.
  • Starbase 1 BCs
  • Battlestation 2 BCs
  • Citadel 3 BCs

Ships: Each ship costs 1 BCs per turn per size class.
  • Frigate 1 BCs
  • Destroyer 2 BCs
  • Cruiser 3 BCs
  • Battleship 4 BCs
  • Titan 5 BCs
  • Behemoth 6 BCs
  • Colony Ship 1 BCs
  • Outpost Ship 1 BCs
  • Troop Transport 1 BCs
Spies: Each spy costs 1 BC per turn in maintenance.
Leaders: Each leader has a maintenance cost unique to that leader.
Tribute: Any tribute cost in BC due to gifts or treaties is also considered a maintenance cost taking from gross income.

Note that fleet anchorages reduce cost the whole fleet by -2.5% per outpost of that type but do cost 1 BC in maintenance each. Anchorages are most effective for reducing costs of large forces.
6.9.1. Building Production and Maintenance Costs
Each colony improvement (buildings and satellites) in Lord of Rigel have set production and maintenance costs. Building maintenance also has multipliers for certain planet types.

Name
Type
Production Class
Cost
Maintenance Cost (BCs)
Advanced Terraformer
Building
Project
400
0
Alien Control Center
Building
Social
60
2
Artificial Planet
Project
Project
800
0
Protomatter Device
Project
Project
800
0
Astro University
Building
Social
200
2
Atmospheric Renewer
Building
Industry
150
2
Autolab
Building
Research
200
3
Automated Constructor
Building
Industry
200
1
Battlestation
Satellite
Defense
1000
2
Biosphere
Building
Agriculture
50
1
Capitol
Building
Special
100
0
Citadel
Satellite
Defense
2500
3
Cloning Center
Building
Project
100
2
Commercial Spaceport
Building
Economy
80
1
Core Waste Dump
Building
Industry
200
3
Deep Core Mine
Building
Industry
250
3
Dyson Sphere
Project
Project
10000
1
Food Replicators
Building
Agriculture
200
3
Planetary Fortress Shield
Building
Defense
500
3
Galactic Holonet
Building
Social
120
2
Hydroponic Farm
Building
Agriculture
60
1
Interplanetary Stock Exchange
Building
Economy
150
2
Armor Barracks
Building
Defense
60
1
Planetary Defense Battery
Building
Defense
200
2
Planetary Defense Shield
Building
Defense
200
3
Planetary Fighter Garrison
Building
Defense
150
1
Planetary Gravity Generator
Building
Defense
120
2
Planetary Missile Defense
Building
Defense
160
1
Planetary Radiation Shield
Building
Defense
80
2
Supercomputer
Building
Research
150
2
Pleasure Dome
Building
Social
150
3
Pollution Processor
Building
Industry
80
1
Recyclotron
Building
Industry
200
2
Research Laboratory
Building
Research
60
1
Ringworld
Project
Project
5000
0
Robotic Factory
Building
Industry
200
2
Robotic Mining Plant
Building
Industry
150
2
Space Academy
Building
Social
100
1
Planetary Minefield
Satellite
Defense
1000
3
Starbase
Satellite
Defense
400
1
Phase Transit Cannon
Building
Defense
1000
3
Subspace Conduit
Satellite
Project
200
2
Subterreanean Farms
Building
Agriculture
150
2
Terraofrmer
Building
Project
200
0
Warp Amplifier
Satellite
Project
100
1
Warp Nullifier
Building
Project
300
2
Weather Controller
Building
Agriculture
200
2
Xeno Agriculture
Building
Agriculture
120
1
Building Costs and Maintenance
6.10. Scrapping and Dismissing

Scrapping Buildings
Scrapping Buildings Buildings can be double clicked and scrapped. Scrapping a building results in removing the building and the following BCs: 2 * TotalProduction * CurrentHP/TotalHP

If a building costs 160 production and is not damaged it will yield 320 BCs when scrapped.

Starbases can be scapped by clicking on their icon in the Empire menu, system view sidebar, or starbase hologram in orbit.


Scrapping Ships
Scrapping Ships If a ship is scrapped when not in orbit of a planet with a player Starbase, Battlestation, or Citadel it will yield 0 BCs.

If in orbit of a friendly station the following formula is used to determine the BCs granted from scraping a ship:

2 * TotalProduction * CurrentArmor+CurrentStructure+CurrentInternals/TotalArmor+TotalStructure+TotalInternals

The ship calculation is used when scrapping Starbases, Colony Ships, Outpost Ships, and Transports (Colony/Outpost/Transport ships all have full current armor/structure/internal stats).


Scrapping Outposts
If a colony is built on an Outpost, the Outpost is scrapped.

Otherwise Outposts can be scrapped in the Empire menu or system view by clicking on the outpost icon or by clicking on the outpost hologram in system view.

Outposts grant 200 BCs when scrapped.

Outposts can be scrapped by clicking on the outpost icon or the outpost hologram in system view.

Scrapping Warp Amplifiers, Subspace Conduits, Stargates
These can be scrapped by clicking on their hologram in system view at the edge of the system/


Dismissing Spies
Spies can be scrapped in the diplomacy menu, a scrapped (retired) spy gives 200 BC.


Dismissing Leaders
In the Empire leader selection pulldown leaders can be dismissed and no longer have maintenance costs. They will return to the leader pool.
6.11. Ship Refitting


Certain ship systems are automatically installed and upgraded on research for ships such as Fuel, Drive, Armor, and Computers. Ship refitting is for major overhauls.

Refitting ships can be accessed in the Build Menu on a planet.

A colony must have a Starbase, Battlestation, or Citadel to allow for ships to be refitted.

Ships of the same size class can be selected and refitted together.

Refitting opens the ship design menu. You can alter the design of the selected ships there and press "build" to add the new design to the build queue.

Once a ship is being refitted it will be removed from that fleet until the refit construction is completed.

Refitted ships cost the different between the old production cost of the ship and the newly installed or removed systems, with a minimum cost of one 1 production.

If you delete a ship being refitted from the build queue it will be lost forever and you will not gain scrap BCs.

6.12. Research (RPs)
Research is pooled throughout the empire.

By default, each scientist produces three research points. Any species research bonuses or penalties are added to that. The resulting value is then multiplied by any percent bonuses or penalties (technologies, planetary specials, leaders). This equals the research per scientist. If research per scientist is less than 1, it is rounded up to 1.

Research Calculation
(3 + Species Research Bonus ) * Percent Bonuses = Total Research Produced
If Total Research < 1, Total Research=1
6.13. Outposts
Outposts can be set as listening posts (providing greater sensor range than the current sensor tech by +1 parsec), trade depots (adds BC), or research stations (adds research). This selection is a prompt when first establishing an outpost.

Outposts are treated as colonies for the purposes of fuel distance and sensor range.

All outposts can repair ships following the repair rules.

Outpost Type
Bonus
Maintenance Cost (BCs)
Listening Post
+1 Parsec Sensor Range
1
Trade Depot
+0.5 BCs
N/A
Research Station
+1 RP
1
Fleet Anchorage
-0.25% Fleet Maintenance Cost (Cumulative)
1
Note: Fleet Anchorage must be researched.

Merchant Navy adds +2 BCs to Trade Depots
Microgravity Hypercolliders adds +1 RP to Research Stations
6.14. Game Starting Economy
Home Planets
  • All non-exile factions begin the game with a homeworld colony.
  • Exile factions begin the game with an outpost.
  • All homeworld colonies have a Capitol building (except for unification) and an Armor Barracks.
  • Homeworlds have a Starbase.
  • Homeworld population by default is 2/3rds of the maximum population of the planet.
  • Default morale is 100.
  • Default population assignment is balanced.

Empire
  • Each faction begins with 100 BCs.
  • All non-exile factions begin the game with a Colony Ship and two scout ships (frigates, no weapons, extended fuel tanks).
  • Exile factions begin the game with Two Colony Ships, one Outpost Ship, three scout ships, and four warships.

Technologies
All factions begin the game with the following fields researched and with all applications:
  • Fission Chemistry
  • Engineering
  • Electronics
  • Nuclear Physics
  • Nuclear Fission
  • Statecraft
6.15. Colony Management
In Lord of Rigel colonies are managed at a higher level to attempt to avoid micromanagement. While you can set build queues, you don't manage individual population and queues can also be automated with build orders or autobuild. The main tool for managing your planets is Colony Focus.

Colony Focus
Each colony can be set to one of four options which assigns population to tasks and also sets up the autobuild priorities.

  • Balanced: Will attempt to balance out population to first give a slight food production surplus and then divide between industry and research. Will autobuild buildings based on what is the most utility (cost to output) at the moment.
  • Agriculture: Will focus more on agriculture with industry and research as a lower emphasis. Will emphasize agriculture buildings in autobuild.
  • Industry: Will focus on industry with agriculture and research as a lower emphasis, while reducing industry and increasing agriculture to avoid starvation or major pollution penalties. Will emphasize industrial and pollution reduction buildings in autobuild.
  • Research: Will focus on research with agriculture and industry as a lower emphasis. Will emphasize research buildings in autobuild.

A planet having no agricultural capacity or crises will change how colony focus assigns population. Crises include blockades, quarantines (bioweapon or plague), low morale, starvation, or high pollution. Population will be moved to reduce an underlying issue (starvation) and the next autobuild item adjusted to prioritize needed buildings (ex. a morale building).

Autobuild
Autobuild will add the next item to your build queue based on your colony focus, and the overall utility (cost-benefit) of a building type. Autobuild can be toggled off and on at any time. Autobuild does not construct ships or special units for the player.

Saved Build Queues
You can create build queues and load them between games. If certain technologies are not researched those are automatically skipped in your loaded queues. This can be done to create build orders for your colonies.
6.15. Hint: Your First New Colony
Making a System Your Own
If you build a colony or outpost in a system previously not occupied, you can rename it.

Rename the system by clicking on the system name and typing in a new one.

Initial Colony Focus
For most species a food focus is a good start to increase initial population. Migration is abstracted in LoR and occurs with population bonuses and food bonuses for non-blockaded worlds.

Initial Build Order
Buildings that have flat bonuses to industry or agriculture are good initial buildings to construct. The late game advanced colonization technology provides several pre-constructed buildings if you've already researched them at earlier levels.

You can also load previously saved build orders and it will add to the queue items from your build order you have researched.
7. Combat
Quote:
"No war is unintended or accidental. What tends to be unintended is the length and bloodshed." -Tuada Fireblade

There are three combat systems in Lord of Rigel. These include orbital bombardment, ground combat, and tactical combat. Of these, tactical combat is the most involved. The following sections break down the basic mechanics behind each type of combat. Specific modifiers are tied to researched technologies, which are covered in the technologies section.

Order of Battle
  • Tactical Combat or Autocombat occurs when a fleet attacks a planet and there is a defending fleet (same or allied species) in the system consisting of one or more combat ships or an orbital defense. Autocombat occurs if there are only planetary defenses.
  • Orbital Bombardment occurs when a fleet attacks a planet and the aforementioned defenses are absent, or after tactical combat if the defending forces are defeated.
  • Ground Combat occurs when a fleet attacks a planet without defenses and the invade option is used if a friendly troop transport is in the system. Typically the AI will invade after orbital bombardment.

Blockades
Blockades are established when a faction not under a Peace Treaty, Non-Aggression Pact, or Alliance enters a system. The blockade effects all colonies for factions without those treaties. Transporters work through blockades.

Engaging Non Combat Vessels
Non-combat vessels (Colony Ship, Outpost Ship, Troop Transport) in a system are vulnerable to attack if all combat vessels have been destroyed. If a fleet engages unprotected non-combat vessels they are automatically destroyed. Troop transports without a fleet escort can't invade planets with defenses.

If a fleet enters combat and has support ships, the support ships will have losses matching 50% of the total fleet losses. The losing fleet will go to the nearest occupied system.

Engaging Non Combat System Improvements
Non-combat system improvements (stargate, warp amplifier, subspace conduit) are automatically destroyed when all enemy combat vessels have been destroyed in the system.

Number of Combats
You can engage in one ground invasion and mind control attempt per system per turn.

You can attack from orbit as many times as desired per turn. This means you can engage multiple undefended colonies.

Bombs replenish each turn, so you can engage multiple planets and bombard in a single turn.
7.1. Tactical Combat (Basics)
Tactical combat ends when for the attacker when hostile ships have been destroyed or retreated, and when all hostile orbitals and planetary defenses are destroyed. For the defender when all hostile ships have been destroyed or have retreated.


Autoresolve
Instead of entering tactical combat, auto resolve is an option for players and is used in AI vs AI battles. Auto resolve doesn't load the tactical combat screen.

Autoresolve does rounds of combat. Initial standoff distances are randomized to emulate position differences with distance closing in over combat rounds.Weapon firing and damage are fully simulated.

All attackers or defenders are destroyed or retreating auto combat ends. A maximum of 100 rounds results in a draw like the combat timer ending.

While autoresolve emulates a standard closing in engagement, a Human player always will be better at positioning and using special systems such as subspace teleporters despite those systems giving bonuses in autocombat.

Flanking
Any attack in the back portion of a ship (the rear 60 degrees) causes +20% damage.

Self Destruct
Like retreating, self destructing is a yes/no prompt option. When ships self destruct or their drive system is destroyed, the damage done is dependent on ship size ranking and the type of drive installed multiplied by 3. Certain technologies can increase this damage. Self destruct damages all ships a 2x ship length radius from the engine of the ship self destructing.

SelfDestructDamage = ( Size x DriveTechRank ) x 3
Self Destruct Damage Calculation

Retreating
When in tactical combat if a ship has a drive system it can retreat. All ships selected when the retreat order is issued will engage their FTL drives. Drives will not engage if there is an object blocking the line of sight of the warp.

Retreating some ships in tactical will cancel moving to the nearest colony if you win. Using the surrender prompt in tactical or retreating at the combat prompt will order the fleet to the nearest colony.

Combat Timer
If a tactical battle goes over the combat timer (ex. cloaked AI fleets playing cat and mouse, or all player ships have disabled engines and computers) it will be a draw. The combat timer can be turned off in settings.

The default combat timer is 10 minutes, but most engagements end in under 3 minutes.
7.2. Orbital Bombardment

In the orbital bombardment menu players can select to drop one bomb a second from each weapon type with a 'stop' button or 'drop all' to deploy all bombs at once.

Conventional Bombs
Orbital bombardment can be initiated in tactical combat by firing weapons if within close range of a planet, or from the planetary invasion screen. Beam and missile weapons do half damage to a planet for purposes of bombardment (since they are designed as space based weapons). Bombs always hit the targeted planet.. If a planet has shields, weapons do damage to the planet only after it has absorbed its damage tolerance for each and every weapon.
By default, planet buildings and defensive structures have 1 hitpoint (armor applies a percent modifier). Bombs first randomly target defensive structures. When those have been destroyed bombs target civilian and ground military targets based on a random 1-100 roll:

Roll
Target
0-80
Ground Unit
81-90
Building
91-100
Population
Conventional Bomb Targets

Each ground unit or building has by default 1 hitpoints with armor percent or technology modifiers. Each unit of civilian population only has 1 hitpoints. If the roll hits a type of unit that has been destroyed the bomb is considered a miss (although bombs always hit their targeted planet).
The same explosion and shield effects on planets are used in the planetary bombardment and tactical combat screens.

Bioweapons
Bioweapons can not be deployed until planetary shields are down. Bioweapons do no damage to buildings or defensive structures. Instead, they target random civilian and ground military units. For bioweapons a roll of 1-100 is used to determine their target 0-80 is ground forces, and 81-100 is a population unit. After that roll has been determined, each bioweapon has another 1-100 roll. Each type of bioweapon has a percent chance of killing a population unit. This percent chance is subtracted from 100 and modified by technologies or species bonuses or penalties. If the second 1-100 roll is above that final percentage after all modifiers have been accounted for, the population unit that was targeted (ground combat unit or civilian) is killed.
For example, if a bomb is fired and the first roll is 87 it targets a civilian population unit. If a nanophage was used that has a 20% chance of killing a unit of population. However, the target species has universal antidote that decreases the chance for a bioweapon hit by 10%. This would result in a 60% chance of a bomb killing a unit of population. For the second 1-100 roll, a value of 40 or lower would be needed for the bomb to kill that civilian. These rolls are done for each and every bomb.
7.3. Ground Combat
Ground combat is initiated when a troop transport reaches a planet (pressing the invade button in the planetary invasion screen). Each troop transport carriers 4 units (light hover tanks).
Ground combat is automatic, and based on the results of cumulative attacks by units. Combat ends when all units on one side have been eliminated, or if both sides have been eliminated at the same time.

Ground combat involves an initiative roll when it starts to determine the first side to fire and then it cycles between attacker and defender units.

Each ground combat unit has an attack roll and hitpoints (default 1). Certain species specials or technologies (powered armor, personal shields) will add hitpoints. When a ground unit loses all of its hitpoints it his killed. Each successful attack does one hitpoint of damage.

Ground combat attack rolls are a 1-100 roll with any ground combat modifiers applied to that roll.

Initiative roll 1-100 + GroundCombatScore
Roll for each faction- Highest score faction goes first.
Initiative- Cycle between attacker and defender units.

Attack Roll = 1-100 Roll + FiringUnitGroundCombatBonuses
To Hit Roll = 50 + HitUnitGroundCombatBonuses
If attack roll > to hit roll apply 1 hp damage to hit unit.
A roll of 100 always hits for attacker.

Ground units consist of:
  • Militia - Generated by Colony Base/Capitol
    [When first colonized, 1 unit. 1 new unit is trained every 5 turns, up to a maximum equal to 1/4 of the current population of the colony or 1/4 of the base maximum population of that size planet, whichever is less.
    Militia have 1 hit.
    Militia have 50% ground combat score.

  • Light Hovertanks- Generated by Armor Barracks
    When first built, 4 light hovertank units. The barracks train 1 new unit of light hover tank every 5 turns, up to a maximum equal to half the current population of the colony or half the base maximum population of that size planet, whichever is less. Units are lost if Armor Barracks is lost.
    Light hovertanks have 1 hit by default.

  • Heavy Hovertanks- Generated by Mechanized Garrison
    When first built, a mechanized garrison immediately produces 2 heavy battalions, then another heavy battalion every 10 turns, up to a maximum equal to one-quarter the current population of the colony or a quarter of the base maximum population of that size planet, whichever is less. Units are lost if Mechanized Garrison is lost.
    Heavy hovertanks have 2 hits by default.
7.4. Telepathic Invasions
If a species is telepathic and has ships large enough to attempt mind control, during orbital combat the telepathic invasion option appears. The tooltip provides a percent chance of success based on the telepathic fleet strength, If the fleet strength is 0 the button is hidden.

Ship Class
Telepathy Bonus
Cruiser
5
Battleship
10
Titan
20
Behemoth
30

Telepathic attacks involve a random roll plus the combined telepathic fleet strength against defense strength.

The defense value is a base of 100 multiplied by planet morale. If a defending species is also telepathic there is a +75 to defense, and if telepathic training technology is present a +10 to defense

1-100 + FleetTelepathyBonus - DefenderBonuses

If the resultant value is greater than 50 or the roll is 100 (critical success) the attacker successfully mind controls the planet.
7.5. Capturing Planets


A successful ground invasion opens the planet capture menu.

There are options based on government type and species traits.

  • Exterminate- Immediately removes all population from the planet and adds 1 colonist of the player species. This is a war crime and will have diplomatic repercussions.
  • Enculturate- Captures population and incorporates them into your empire with timelines based on your government type.
  • Sapiophage- Consumes captured population and provides a population growth bonus for your species.
  • Telepathy- Confirms telepathic capture of a population.

Species with a democracy governments can not exterminate.
Sapiophage replaces telepathy and exterminate if present.

Technology Capture:
There is a 10% chance per unresearched technology that the losing faction owns of acquiring it from a captured planet. Phase Transit Cannons, Particle Cannons, and Meson Cannons will always be acquired.
7. Hint: Invasion Success
Using planet killers, biological weapons, or outright bombarding all of the population of a planet has massive diplomatic penalties that quickly add up.

To reduce galactic tension and keep all options open, the best route is to capture a planet and enculturate the population. Exterminating a population of a captured planet also has negative penalties.

Ground combat is heavily in favor of the defending faction. They have militia based on population and ground troops such as light and heavy hovertanks depending on the Armor Barracks and Mechanized Garrisons present.

Using conventional bombs to soften targets and then invade is the best option. You can toggle on and off specific bomb types and stop bombardment if not using the "drop all" option.

You'll want to aim for a 2:1 ratio on invading forces to defending forces to reduce your losses the most.

Additionally, Troop Pods installed on starships let them function as troop transports. Having dedicated bombardment combat ships with bombs and Troop Pods is an excellent way to handle invasions.

Telepathy is also a good option, but in Lord of Rigel it is not a "I win" button as you need large capital ships to increase your success chance. More crew means more telepaths to help overwhelm the billions on a planet.This may mean larger fleets to maintain than ones using bombs and troop pods.
8. Diplomacy


Quote:
"Politics is not the art of the possible. It consists in choosing between the disastrous and the unpalatable." -President Barca

Establishing Contact
Diplomatic relations with a species begin after the player has established contact. Contact occurs when a player has a colony or outpost within the range of another non-elder species faction. This range is based on either the player, or the other faction's maximum fuel or sensor range, whichever is higher. A colony or outpost on the other side of a wormhole also counts. Once contact has been established a player can initiate diplomacy.

Once a player has established contact with a species, all of their colonies and outpost locations are known on contact.The same applies to fleets, fleet locations within sensor range are known (barring cloaking or stealth devices on ships). Exploration, sensors, or treaties are needed to see new colonies or fleets after initial contact.

Losing Contact
If the player and another faction no longer have colonies or outposts within sensor or fuel range (whichever is greater), contact is lost. When contact is lost the following occur:
  • All spies on both sides operating in foreign territory return to the domestic spy pool.
  • All wars with lost contact species are instantly ended.

Species Relations
Each species has a relations bar based on diplomacy points which range between 0 to 100. The default is 50. This information on what modifiers are affecting diplomatic relations is revealed in the tooltips for the bar in the diplomacy screen. For each diplomatic point increase or decrease there is a chance that the faction will mention it to the player with either positive or negative comments.

Points
Relation
96-100
Unity
90-95
Harmony
86-89
Friendly
80-85
Peaceful
76-79
Affable
66-89
Amicable
60-65
Relaxed
50-59
Neutral
45-49
Unease
40-44
Wary
35-39
Restless
30-34
Tense
25-29
Troubled
20-24
Discord
10-19
Hate
0-9
Feud
Relation Values and Names

Diplomatic Inertia
The relations two groups have also has a degree of inertia, in general it is easy to stay close to tense or neutral relations with most factions but maintaining alliances takes work.

Points
Diplomacy Point Modifier
76-100
0.3
50-75
0.6
25-49
1
0-24
1
Diplomatic Point Increase Inertia

This slows a runaway process of factions becoming allied due to honored treaties.

Points
Diplomacy Point Modifier
76-100
1
50-75
1
25-49
0.6
0-24
0.3
Diplomatic Point Decrease Inertia

This means that actions perceived as hostile to allied factions will be punished quickly, while a “snowball” effect from factions that already hate the player is minimized, keeping diplomatic relations tense for a longer period of time even when skirmishes occur.

Diplomatic Relations
Diplomatic reactions are based on overall diplomacy points, core reactions, and temporary modifier variables for treaty types. These bonuses and penalties affect diplomacy rolls for the AI.

Core Reaction:
Each faction has a permanent core reaction value which is their general current feeling about another faction. Core diplomatic reactions are added with temporary modifiers and overall diplomacy points in diplomatic decisions. Core reactions are based on several factors:

  • A permanent +5 modifier for each technology or planet given to a faction. This does not go above +30.
  • A permanent -5 modifier for each treaty broken by the other faction.
  • A permanent -5 modifier for any demand or threat made by the other faction.

Temporary Modifiers:
Temporary diplomatic reaction modifiers are tracked separately for:

  • Treaties (Non-Aggression, Alliance, Union)
  • Peace Treaties
  • Trade and Research Treaties
  • Tribute (money, techs, planets)
  • Each proposal for one of those topics regardless of its outcome inflicts a -10 penalty for that category.

This penalty is cumulative, but is reduced at a rate of 2 per turn.

Penalty is capped at -30

For example, if a player wanted to exchange money and their offer was rejected 3 times they would have a -30 penalty for all exchanges which would take 15 turns to fully recover from.

This prevents players from annoying the AI and abusing the diplomacy system.

Diplomat Recalled
If the core reaction rating of a faction and its temporary modifier value in a subject combine to a rating of 5 or below, the ambassador is withdrawn and unavailable for an audience. This continues until the rating is above 5.
8.1. Diplomatic Bonuses and Penalties
Context bonuses and penalties are applied directly to the diplomacy points (species relation).

Bonuses from Signed Treaties:
  • Non-Aggression Pact: +20 diplomatic points when signed. 1-3 diplomatic points added per turn treaty is active.
  • Alliance: +20 diplomatic points when signed. 1-6 diplomatic points added per turn treaty is active.
  • Peace Treaty: +40 diplomatic points when signed.
  • Trade Treaty: 1-6 diplomacy points per turn based on increase formula:
Trade Diplomatic Increase Formula
TradeDiplomaticPointIncrease = ( 1+ ( IncomefromTrade / GrossIncome ) ) / 5

Use faction with lowest GrossIncome for calculation.
  • Research Treaty: 1-6 diplomacy points per turn based on increase formula:

Research Diplomatic Increase Formula
ResearchDiplomaticPointIncrease = ( 1+ ( RPsfromTreaty / NetRPs ) ) / 5

Use faction with lowest NetRPs for calculation.
  • Gift BCs: Diplomatic points are increased based on the gift BCs formula.

Gift BCs Formula
GiftBCsDiplomaticPointIncrease = 12 * (GiftedBCs/FactionGrossIncome)
  • Cover Action (Influence Spy Mission): A successful influence spy mission results in a +50 DP bonus for the next used player diplomacy roll.

Broken Treaty Penalties:
  • Break Non-Aggression Pact: -12 DP
  • Break Alliance: -16 DP
  • Break Peace Treaty: -12 DP (attacking after a peace treaty signed, no war declared)
  • Break Trade Treaty: -12 DP
  • Break Research Treaty: -12 DP

Aggressive Act Penalties:
  • Caught Spying: This results in -1-12 DP if the player has been caught spying. The player will be sent a message by the AI.
  • Too Many Worlds: For every planet a player has colonized beyond the 25% of habitable planets in the galaxy there is a -1 DP point per turn for each planet colonized above that threshold. This ensures tension in the late game. The player will be sent a message by the AI.
  • Massing Fleets: If a fleet is within two turns travel based on the best equipped engines of that faction fleet strengths are compared. If a player's border fleet is equal to or less than the other faction's there is no diplomatic penalty. If it exceeds the other faction's there is a DP penalty per turn up to -6 if the player's fleet is twice as large as the other fleet. For example, if the player's border fleet is only 35% stronger than the other faction's there would only be a -2 penalty per turn. The player will be sent a message by the AI.
  • Undeclared War: Attacking a faction before declaring war causes a -25 DP penalty.
  • Declared War: Declaring war on a faction causes a -10 DP penalty.
  • Destruction: Destruction of a faction's assets causes a DP penalty based on the war diplomatic modifier table. This is in addition to other modifiers to diplomacy caused by the destruction of a faction's assets.
Asset Lost
Points
Capital Ship
1 * Size Class
Building
1 * Building Tech Level
Population
5 * Unit of Population Killed or Captured
WMD Population
10 * Unit of Population Killed
Capitol
25
Outpost
5
Planet
10

  • Border Violation: If a colony or outpost is within two turns travel based on the best equipped engines of that faction and there is currently not an Alliance each turn there is a -1 DP penalty per outpost and -5 DP per colony within that range towards the species with the items within their border. These penalties are modified by the border violation multiplier.

Border violation multiplier
3-DiplomacyPersonalityModifier * DP Penalty

Personality
Modifier
Aggressive
0.5
Balanced
1
Diplomat
2
Isolationist
0.75
  • Rejected Demand: If a faction rejects a demand there is a -5 DP penalty. This penalty is reduced by one each turn after the demand is made (after 5 turns it becomes 0). This is reset to -5 if a new demand is rejected. This does not exceed -5 even if multiple demands are rejected in a row.
  • Made Demand: Making a demand for BCs, research, or planets causes a -5 DP penalty per demand. BC demands are multiplied by the percent of the maximum demand that was made. (ex. 50% of maximum BC demand = -5 * 0.5 )
  • Genocide: If a player destroys the last colony of a faction there is a -18 DP penalty applied to all surviving factions.
  • WMD: If a player uses bioweapons there is a -6 DP penalty with all factions for the use of bioweapons, planet killers, or system killers in bombardment. Additional destruction penalties apply to the species being targeted.
  • Attacking Friends: If a player is at war with a faction with 75 DP diplomatic relations with another this adds a -1 DP penalty per turn of that conflict. This causes factions to begin to gravitate towards power blocs.
8.2. Treaties
Non-Aggression Pact
If a player has at least 45 diplomatic points they can propose a non-aggression treaty. When in place it means that neither party is allowed to attack. If the player attacks the treaty is broken and there is an oathbreaker penalty.

Elder species NAPs are mutually exclusive you can only side with the Rigelans or Arcturans.

Elder species will only propose NAPs after the galactic council is in session in games with diplomatic victories or after 125 turns.

Break Non-Aggression Pact
If the player is in a non-aggression pact, the break non-aggression pact option appears. Broken non-aggression pacts cause a diplomacy penalty and core reaction oathbreaker penalty.

Alliance
Alliances can only be offered if a player's relationship is at least 75 diplomatic points. Allied factions share fuel and sensor ranges and allies can be called upon to join wars.

  • Ally sensor range benefits from the technological bonus of a faction with better sensor technology.
  • Ally fuel range is limited in range from an allied colony or outpost by the faction's own best fuel technology.

A non-aggression pact must be in place at least 25 turns before an alliance will be accepted.

Elder species alliances are mutually exclusive.

Elder species will only propose alliances after the galactic council is in session with diplomatic victory games or after 200 turns.

Break Alliance
If the player is in an alliance, the break alliance option appears. Broken alliances cause a diplomacy penalty and core reaction oathbreaker penalty.

Union
A player can make a faction part of the player faction if their relationship has at least 100 diplomatic points. Unions peacefully merge factions.

An alliance must be in place at least 25 turns before a union will be accepted.

You can not enter a union with an elder species.

Unions share all technologies.

Peace Treaty
Peace treaties can only be entered if the player is at war with that faction. Whether a peace treaty is accepted is based on a Temporary Peace Treaty modifier. Peace treaties end 20 turns after signing.

Trade Treaty
Players can only offer trade treaties to factions they are not at war with. Trade treaties are based on a set about of BCs/turn. The maximum amount that can be established is equal to 20% of the smaller empire's gross income per turn. Treaties can be proposed for 5%, 10%, 15%, and 20%. In the diplomacy menu the amount of BC/turn for the treaty is displayed, not the percent. It takes 5 turns to establish a trade treaty during the establishing period there is a negative cost in BCs equivalent half of the total bonus of the treaty, this penalty decreases from a -50% of the treaty in BCs to the full +100% of the treaty in BCs over the course of 5 turns (+30% each turn) For example a 20 BC treaty for the first turn will have a -10 BC penalty, with +6 BC for five turns until the treaty hits its maximum value. Despite the initial penalty, trade treaties end up generating additional BCs for both parties.

Trade treaty options not providing a unique bonus are hidden.

Break Trade Treaty
If the player is in a trade treaty, the break trade treaty option appears. Broken trade treaties cause a diplomacy penalty and core reaction oathbreaker penalty.

Research Treaty
Players can only offer research treaties to factions they are not at war with. Research treaties are based on a set about of RPs/turn. The maximum amount that can be established is equal to 20% of the smaller empire's gross research per turn. Treaties can be proposed for 5%, 10%, 15%, and 20%. In the diplomacy menu the amount of BC/turn for the treaty is displayed, not the percent. It takes 5 turns to establish a research treaty. During the establishing period there is a negative cost in BCs equivalent 25% of the total research points gained by the treaty. This penalty decreases by 5% per turn. At the same time, the research points gained from the treaty increase from 0 RP during the first turn to the maximum value from the treaty over 5 turns. Despite the initial penalty, research treaties end up generating additional RPs for both parties.

Research treaty options not providing a unique bonus are hidden.

Break Research Treaty
If the player is in a research treaty, the break research treaty option appears. Broken research treaties cause a diplomacy penalty and core reaction oathbreaker penalty.

Demand Tribute
A player can demand tribute from a faction. Players can only demand tribute from factions they are not at war with.

  • BCs-The player can demand an amount of BCs. The amount that can be demanded is determined under AI proposals using the demand BC amount formula.
  • Technology- The player can demand a technology from a list of AI technologies the player does not have. This list is empty if there is not a spy assigned to the faction.
  • Colonies- The player can demand a colony in sensor range.

Gift:
A player can gift the following to a faction for diplomatic points or core reaction bonuses. Players can only offer gifts to factions they are not at war with.
  • BCs-The player give an amount of BCs. The amount that can be given is determined under AI proposals using the demand BC amount formula.
  • Technology- The player can give a technology from a list of player technologies the AI does not have. This list is empty if there is not a spy assigned to the faction.
  • Colonies- The player can give a colony in the other factor's sensor range. This option is not available if the player has no colonies in the AI's sensor range.

Exchange Technology:
If there is a Research Treaty, Non-Aggression Pact, or Alliance a player can exchange technologies. A tech and the AI will propose a technology to trade.

You can not exchange technologies with elder species.

Demand Stop Spying:
A player can demand a faction to stop spying on them. If accepted this hiatus will occur for a period of turns affected by AI personality type. This threat can result in war instead.

You can not demand elder species to stop spying unless in Final War.

Demand Stop Expansion:
A player can demand a faction to stop expanding near their space. If accepted this hiatus will occur for a period of turns affected by AI personality type. This threat can result in war instead.

You can not demand elder species to stop spying unless in Final War.

Demand Surrender:
A player can demand a faction surrender, which merges them with the player faction. If the AI faction rejects the surrender demand they declare war.

Technology Capture:
There is a 25% chance per unresearched technology that the losing faction owns of acquiring it from a surrendering faction Phase Transit Cannons, Particle Cannons, and Meson Cannons will always be acquired.

Declare War:
A player can declare war at any time on a faction they are not currently at war with. Declaring war breaks all treaties with the faction and they may call allies against the player. With factions with treaties this results in an oathbreaker penalty (-5 core reaction per treaty broken).
8.3. Personalities and Goals
Each faction has a personality based on its overall goal (Coalition, Elimination, Domination). They also have a personality type for how to reach that goal. These personalities influence diplomatic interactions, expansion, research, and ship designs.

Personality Type
Description
Elder
An elder species, managing the galactic council and not interfering unless Final War has commenced.
Elder Species Personality

Goal Type
Description
Conservationist
Promotes order and guided evolution.
Accelerationist
Promotes chaos to accelerate natural evolution.
Elder Species Goals

Goal Type
Description
Xenophobic
Despises other species and seeks to eliminate them. (Elimination)
Ruthless
Aims to dominate other species by any means necessary. (Domination)
Pacifistic
Wishes to build coalitions peacefully. (Coalition)
Standard Faction Goals

Personality Type
Description
Opportunist
Will use military force when it is in their favor, and will honor or break treaties when they see a gain. (Balanced)
Soldier
A military focused leader but will use diplomacy when advantageous. (Balanced Warrior)
Cold Warrior
Militaristic focus with a heavy use of espionage and stealth to maintain their own borders.
Diplomat
Uses military force for defense and will attempt to use diplomacy to achieve their goals.
Honorable Warrior
Will use military force to achieve their aims, will honor treaties and punish oathbreakers.
Isolationist
Uses their military force to hold territory and remain isolated.
Interventionist
Uses espionage to intervene with other factions. (Spy)
Standard Faction Personalities

The above goals and personalities are generated for a faction's leader based on an initial 1-100 roll by species to first determine personality type:
Species
Balanced
Diplomat
Honorable Warrior
Balanced Warrior
Cold Warrior
Isolationist
Spy
Aranid
1-39
0
0
40-80
0
81-100
0
Human
1-10
11-90
0
91-100
0
0
0
Katraxi
0
0
1-80
81-85
0
86-100
0
Ornithon
0
0
0
1-10
11-90
91-100
0
Selach
1-30
31-100
0
0
0
0
0
Synth
1-20
0
0
21-60
0
61-100
0
Tharrn
1-10
0
11-60
61-90
91-100
0
0
Tulock
0
0
0
1-30
0
31-100
0
Xantus
0
0
0
0
1-20
21-30
31-100
Yalkai
0
1-20
21-40
41-70
71-90
21-30
91-100
Personality Type by Species
8.3.1. Personality Types
Once a the personality type has been selected, a 1-100 roll is done to determine the overall goal and are also done for the approaches to expansion, diplomacy, military, and spies.

Economy focus is the emphasis on planets and construction of resources to maximize.

Expansion is how aggressively and outwardly the faction builds colonies and outposts.

Diplomacy is whether it takes an aggressive or war like stance, a more diplomatic approach, or seeks to be left alone.

Military and espionage both focus on the offensive and defensive balance of fleets and spies.

Research bonuses and penalties are specific research topics that the AI will prioritize.

Military focus is the auto resolve and tactical combat behavior and effects types of formations and attack approach used. (strafe, close in, evade)

Goal
Economy
Expansion
Diplomacy
Military
Espionage
Research
Military Focus:
Coalition (1-34)
Primary: Balanced
Aggressive (1-5)
Aggressive (1-5)
Offensive (1-5)
Offensive (1-5)
Bonus: None
Balance
Elimination (35-66)
Secondary: Industry
Balanced (6-85)
Balanced (6-85)
Balanced (6-96)
Balanced (6-96)
Penalty: None
Domination (67-100)
Tertiary: Research
Cautious (86-100)
Diplomat (86-95)
Defensive (97-100)
Defensive (97-100)
Isolationist (96-100)
Balanced Personalty

Goal
Economy
Expansion
Diplomacy
Military
Espionage
Research
Military Focus:
Coalition (1-90)
Primary: Research
Aggressive (1-15)
Aggressive (0)
Offensive (1-20)
Offensive (0)
Bonus: Diplomacy, Research, Terraforming
Balance
Elimination (0)
Secondary: Industry
Balanced (16-70)
Balanced (1-20)
Balanced (21-60)
Balanced (1-50)
Penalty: Biobombs, Cloak, Espionage, Special
Domination )(91-100)
Tertiary:
Agriculture
Cautious (71-100)
Diplomat (21-10)
Defensive (61-100)
Defensive (51-100)
Isolationist (0)
Diplomat Personality

Goal
Economy
Expansion
Diplomacy
Military
Espionage
Research
Military Focus:
Coalition (1-20)
Primary: Industry
Aggressive (1-80)
Aggressive (1-50)
Offensive (1-25)
Offensive (1-5)
Bonus: Beam, Ground Combat, Shields, Ship Class, Torpedoes
Offensive
Elimination (21-50)
Secondary:
Agriculture
Balanced (81-95)
Balanced (51-90)
Balanced (26-75)
Balanced (6-30)
Penalty: Biobombs, Cloak, Espionage, Diplomacy
Domination )(51-100)
Tertiary:
Research
Cautious (96-100)
Diplomat (0)
Defensive (76-100)
Defensive (31-100)
Isolationist (91-100)
Honorable Warrior Personality

Goal
Economy
Expansion
Diplomacy
Military
Espionage
Research
Military Focus:
Coalition (1-20)
Primary: Industry
Aggressive (1-15)
Aggressive (1-30)
Offensive (1-25)
Offensive (1-5)
Bonus: None
Balanced
Elimination (21-50)
Secondary:
Research
Balanced (16-85)
Balanced (31-80)
Balanced (26-75)
Balanced (6-30)
Penalty: None
Domination )(51-100)
Tertiary:
Agriculture
Cautious (86-100)
Diplomat (81-90)
Defensive (76-100)
Defensive (31-100)
Isolationist (91-100)
Balanced Warrior Personality

Goal
Economy
Expansion
Diplomacy
Military
Espionage
Research
Military Focus:
Coalition (1-20)
Primary: Industry
Aggressive (1-50)
Aggressive (1-20)
Offensive (1-25)
Offensive (1-5)
Bonus: BioBombs, Cloak, Espionage, Experience
Balanced
Elimination (21-50)
Secondary:
Research
Balanced (51-90)
Balanced (21-70)
Balanced (26-75)
Balanced (6-30)
Penalty: Diplomacy
Domination )(51-100)
Tertiary:
Agriculture
Cautious (91-100)
Diplomat (71-80)
Defensive (76-100)
Defensive (31-100)
Isolationist (81-100)
Cold Warrior Personality

Goal
Economy
Expansion
Diplomacy
Military
Espionage
Research
Military Focus:
Coalition (0)
Primary: Industry
Aggressive (0)
Aggressive (1-20)
Offensive (1-20)
Offensive (1-20)
Bonus: Armor, Shields, Terraforming
Defensive
Elimination (1-80)
Secondary:
Agriculture
Balanced (1-20)
Balanced (0)
Balanced (21-40)
Balanced (21-40)
Penalty: Diplomacy
Domination )(81-100)
Tertiary:
Research
Cautious (21-100)
Diplomat (0)
Defensive (41-100)
Defensive (41-100)
Isolationist (21-100)
Isolationist Personality

Goal
Economy
Expansion
Diplomacy
Military
Espionage
Research
Military Focus:
Coalition (1-10)
Primary: Industry
Aggressive (1-20)
Aggressive (1-20)
Offensive (1-10)
Offensive (1-60)
Bonus: Cloak, Espionage, Pollution, Scanner, Terraforming
Defensive
Elimination (11-80)
Secondary:
Research
Balanced (21-40)
Balanced (21-40)
Balanced (11-40)
Balanced (61-80)
Penalty: Diplomacy
Domination )(81-100)
Tertiary:
Agriculture
Cautious (41-100)
Diplomat (41-50)
Defensive (41-100)
Defensive (81-100)
Isolationist (51-100)
Spy Personality
9. Espionage
Quote:
"If you have a reputation for subtlety, be obvious instead." -Primus Xoxar


Spies are assigned in the Diplomacy screen by sliders to each empire. Spies can be assigned to defense, hide (gathering data for info screen), or missions.

Espionage against a rival faction requires building spies and assigning them to that faction in the diplomacy screen.

Each spy costs 1 BC/turn in upkeep.

Hiding
Spies set to hiding passively collect information which can be used for diplomacy demands and provides information in the Info screen.

Missions
At the end of a turn, when the spy rolls are completed if spies are set to sabotage in an empire the espionage screen appears to allow for mission selection. The best spy roll for all spies for that faction (espionage mission type) is used to determine if the mission selection menu appears.

Ex 9 spies, 9 rolls, if all fail no epsionage mission selection menu appears for that faction that turn.
(note: this means maximum of 9 spy missions at the end of a turn, one for each empire if every case had spies set to sabotage with mission successful rolls)

Going Through the Gauntlet
Each turn spies must first get through a faction's security before initiating any missions. Each empire generates a number for every domestic spy each turn. Each roll is based on Equation below. It is a 1-100 roll with any species and tech bonuses or penalties to spying added with Spying Type and any species or technological spy bonuses that the enemy faction has subtracted. Spying type is a penalty to capture rolls dependent on the assigned mission type to agents:

Domestic (defending) spies are randomly assigned to any foreign spies operating in the empire. If more than one spy is assigned to a foreign agent, the highest die roll is used. The outcomes of these rolls and how that determines the fate of a spy is outlined below:

Defensive Spy Roll DefensiveSpyRoll = 1-100 + SpyBonuses – SpyingType - EnemySpyBonuses

Roll
Outcome
0
Spy can attempt mission, if successful frames a random other faction
1-30
Spy can attempt mission, will not be discovered
31-50
Spy can attempt a mission, but will be identified and trigger a warning or threat from target
51-71
Spy can not attempt a mission, was not noticed.
71-99
Spy can not attempt a mission, spy was found and killed.
100
No spies infiltrating that faction can attempt a mission, spy was caught and killed
Outcomes From Defending Against Spies


Selecting Missions
Once all defensive spy rolls have been calculated, spies that can attempt missions initiate them. If a sabotage mission there is a random die roll for which planet in the target empire will be impacted by sabotage, weighted by population size (it is easier to infiltrate larger worlds). Players then select the sabotage mission type for that planet. AI factions randomly choose a sabotage mission.

The basic calculation for mission success is the same for both espionage and sabotage missions is almost the same as the defensive spy roll. There are additional penalties for the difficulty of mission types for specific sabotage missions. These penalties and bonuses are used to calculate the mission percent chance in the espionage screen.

SpyMissionSuccessRoll = 1-100 + SpyBonuses + SpyingType – EnemySpyBonuses - MissionType
Spy Mission Success Roll

Mission Type Penalties
  • Influence: 0
  • Destroy: 5
  • Steal Tech: 10
  • Infiltrate: 20
The outcome of a spy mission depends on the overall mission type:

  • Infiltrate: The spy infiltrates enemy society. This causes a -10% morale penalty for 1-5 turns. These penalties are cumulative. This has a mission type penalty of 20. This mission can not be used against factions with a Unification government type.
  • Destroy: The spy randomly selects a building or ship in an orbiting fleet to damage or destroy. If the roll is over 85, the spy does 5 points of damage to a building or 50 points of damage to a ship (ship damage is applied only to structure). If the roll is over 100 it is 10 points of damage to a building or 100 points of damage to a ship. Only one ship or building can be destroyed per destroy mission. The building or ship is random. This has a mission type penalty of 5.
  • Steal tech: This steals a random, unknown by the player, technology from the enemy faction. This has a mission type penalty of 10.
  • Influence: If successful adds +50 temporary relation with the faction which can benefit next turn's diplomatic proposals. This has no mission type penalty. This mission can not be used against factions with the repulsive trait.
  • Close (Hide): Player can opt to have the spy go into hiding and gather data instead of execute a mission. If this happens there is no chance of a player spy being captured or exposed that turn. Info screen and diplomacy options stay up to date.
9. Hint: Spy Wars
Spies are useful for much more than sabotage, starting rebellions, and stealing tech.

Spies assigned to an Empire but not on active missions are in hiding and passively gather information that is reflected in the Info screen. This lets you see the economic history of a non-rebel or elder faction for comparison. Relative ranks for non-rebel and non-elder species can be seen in the species menu in the info screen.
10. Doomsday Clock
Quote:
"A thousand years scarce serve to form a state; An hour may lay it in the dust." -Lord Byron

The doomsday clock is only present in games with elder species.

The doomsday clock first appears if either:
  • Galactic council is triggered
  • A faction is eliminated from the game

The doomsday clock has a threshold of 100, once the threshold is met the final war bool is triggered and all factions are at war with each other and diplomacy fails.
The doomsday clock is turned off when final war is triggered by the doomsday clock or other means (galactic council vote).

Events add or subtract to the overall doomsday clock value:
Action
Doomsday Clock
War Declared
+5
Peace Treaty
-2.5
Research Treaty
-2.5
Non-aggression Pact
-5
Alliance
-5
Surrender
+5
Union
+5
Planet Killer Used
+10
Biological Weapon Used
+10
Planet Exterminated on Capture
+5
Planet Bombed to Zero Population
+5
Species Eliminated
+100/# of non-elder factions.
Grand Menace Defeated
-20
Space Monster Defeated
-5
10.1. Final War

Quote:
"All we can perpetuate is chaos and sorrow." -Shepira Edo before initiating the Great War

Final war only occurs in games with the galactic council or elder races.

When the doomsday clock hits 100, final war is triggered.

Refusal to accept the final outcome of a galactic council vote with a victor triggers final war.

When final war occurs all galactic council meetings end and the player and all factions can not engage in audiences and diplomatic messages are stopped.

Elder races begin to use planet and system killer weapons and all factions are at war with each other.
10. Hint: Managing the Doomsday Clock
There's a few ways to easily diffuse galactic tension including destroying space monsters and opening low risk treaties such as trade treaties, research treaties, and non-aggression pacts.

Overall, not using planet killers, bioweapons, or obliterating planetary populations through extermination or orbital bombardment are the best ways of keeping galactic tension down. Ground invasions and enculturating populations is the safest bet.

Generally, changes to the status quo that change the overall balance of factions raises galactic tension and risks Final War. Unions and surrendering factions change this balance.
11. Galactic Council


Quote:
"As long as there are sovereign nations possessing great power, war is inevitable." -Albert Einstein

Galactic Council votes begin once 2/3rds of the habitable (food producing) worlds in a galaxy have been colonized and at least 75 turns have passed. Or 225 turns in (+25 turns for each galaxy size over large).

The galactic council is only present in games with diplomatic victories.

Once the council has been triggered, the council assembles on each turn that is a multiple of 25 to vote for the Lord of Rigel.

Each unit of population equals one Galactic Council vote. Unenculturated citizens and androids do not count for council votes.

Rebel factions are not represented by the council.

If only two factions remain due to factions being eliminated, the council is disbanded.

Whoever has a 2/3rds majority of votes (rounded down) is elected Lord of Rigel. The Galactic Council no longer convenes during Final War.

AI votes are prioritized based on the following criteria:
  • If a computer faction is a candidate it always votes for itself.
  • If a computer faction is allied to one candidate but not the other, it votes for its ally.
  • If a computer faction is at war with one candidate but not the other, it votes for the one it is not at war with.
  • If a computer faction has an alliance with both candidates, is at war with both candidates, or is neutral to both their vote is undecided.

Undecided votes are determined first by a random 50/50 probability of which candidate to examine in making the voting decision. This is followed by a 1-100 die roll with several modifiers. If the end result of that roll is over 50, they vote for the examined candidate. If it is below 50 they vote for the other candidate. First, diplomacy points are added to the roll. If a faction controls Rigel that adds another +20 points. Charismatic factions also gain +20 points. Finally, if the faction is player controlled there is a 2.5% chance of voting for them per difficulty level:

  • Impossible: 0%
  • Hard: 2.5%
  • Average: 5.0%
  • Easy: 7.5%
  • Beginner: 10%

If there are insufficient votes to determine a Lord of Rigel (by abstaining or not having enough to hit 2/3rds) the game continues.

If the player wins or loses the vote and rejects the findings of the council Final War begins.

If the player wins the vote and accepts the finding of the council it triggers a diplomatic victory.
12. Random Events


Random events are determined by a 1-100 roll with a 2% cumulative modifier added every turn, and the game's difficulty modifier is added (-1 for beginner, -0.5 easy, 0 average, +0.5 hard, +1 impossible). When a random event occurs, the cumulative modifier is reset to 0 and that event is removed from the list of possible events until all other random events have occurred. A random event that impacts a faction or planet will impact a faction or colonized planet at random.

Random Events
  • Bumper Crop: Doubled agricultural output of a planet with food production for 3-6 turns.

  • Climate Change: The climate of a random planet shifts up or down one climate type. If it shifts down this is considered a negative effect and does not impact a lucky species. Negative climate change will not trigger until after 50 turns.

  • Computer Virus: A highly destructive computer virus hits the empire's current research project, destroying 1-100% of the accumulated RPs on the current project. Will not trigger until after 50 turns.

  • Contentment: A random planet receives an immediate +50% morale bonus for 3-6 turns.

  • Derelict: Explorers discover an ancient derelict and gain two free technologies. These are one tech level higher than the best current technology fielded by any non-elder race faction. Will not trigger until after 25 turns.

  • Diplomatic Blunder: An ambassador commits a diplomatic blunder, lowering their diplomatic rating by 50 diplomacy points. Only occurs after first contact. Will not trigger until after 75 turns.

  • Diplomatic Marriage: An empire offers a diplomatic marriage that improves relations between two factions, raising diplomatic rating by 100 diplomacy points. Only occurs after first contact. Will not trigger until after 75 turns.

  • Donation: A wealthy merchant donates 100 BCs plus 5 BCs for game every turn that has elapsed. Will not trigger until after 50 turns.

  • Earthquake: A major earthquake strikes a colony doing the equivalent damage to nuclear bomb hits. Will not trigger until after 50 turns.

  • Famine: Halved agricultural output on a food producing planet for 3-6 turns. Will not trigger until after 50 turns.

  • Freak Accident: A random military ship explodes. Will not trigger until after 50 turns.

  • Subspace Clone: A random military ship is duplicated. Will not trigger until after 50 turns.

  • Hyperspace Flux: All entry into hyperspace is temporarily cut off. Fleets in transit are halted, fleets can not move, imports/exports are halted/and production can not be purchased. Rigelans, Arcturans, and grand menaces are not affected by hyperspace flux. There is a 5% chance per turn that the hyperspace flux will end. This event does not trigger until at least 200 turns have progressed.

  • Industrial Accident: A major industrial accident nearly wipes out an entire colony all pollution is doubled for 3-6 turns. Will not trigger until after 50 turns.

  • Mineral Deposit: A previously unknown rich mineral deposit is discovered, increasing the planet's mineral status by two levels.

  • Overworking: Overworking by miners depletes a planet's natural resources, reducing that planet's mineral status by one level. Will not trigger until after 50 turns.

  • Theft: Theft impacts an imperial treasury stealing 30-50% of its BCs. Will not trigger until after 50 turns.

  • Plague: A deadly virus hits a colony, slowly killing it's colonists until a cure is found generally 3-6 turns. This is equivalent to a engineered retrovirus bomb deployed on the planet. This event does not occur until at least 100 turns have progressed.

  • Population Boom: A colony's population growth rate doubles for 4-10 turns. Will not trigger until after 50 turns.

  • Serendipity: Scientists instantly discover the technology that they were working on. Will not trigger until after 25 turns.

  • Space-Time Anomaly: An entire star system is thrown into an alternate dimension. All fleets and planets are held in stasis, unable to move, grow, or produce until the anomaly ends. Production can not be purchased at those planets. After 4 turns there is a 5% chance per turn of the anomaly ending.

  • Supernova: The primary star of a system will go supernova in 3-20 turns unless scientists find a solution. When a star goes nova it becomes a neutron star and a nebula is spawned around it, all colonies are instantly destroyed and all planets become irradiated (fleets go to FTL to avoid the blast). All research in the system is no longer applied to the general research point pool and is redirected to solving the crisis. Without any research there is a 0% chance of ending the supernova each turn. Each research point adds a 1% chance per turn of ending the supernova. This event does not trigger until at least 250 turns have progressed.

  • Unrest: A random planet (not one with the faction's capital) receives an immediate -50% morale penalty for 3-6 turns. This may trigger a rebellion. Will not trigger until after 50 turns.

  • Unstable Wormhole: A wormhole suddenly appears moving a fleet instantly to its destination. Will not trigger until after 25 turns.

  • Warp Kraken: The warp Kraken exists in hyperspace. For any fleet traveling between systems there is a 1% chance for each ship that it will be randomly pulled deeper into hyperspace and destroyed. After it has been around for 4 turns there is a 5% chance each turn that the Kraken will leave. This event does not trigger until at least 150 turns have progressed.
13. Space Monsters

Each space monster minus comets has a version that can spawn to protect certain star systems. Systems with a monster have an increased chance of habitable planets or resources.

  • Planet Killer: A massive starship appears from the edge of the galaxy. It selects the nearest inhabited planet as its target. This ship is equivalent to a Titan fitted with a stellar converter. It moves 1 parsec per turn and will destroy 1-5 planets until it leaves the galaxy. This event can not trigger until at least 250 turns into a game.

  • Space Crystal: A crystalline entity enters the galaxy, it starts from the edge of the galaxy seeking the nearest inhabited planet. If not defeated in tactical combat it sterilizes the colony, destroying all population but leaving androids and buildings intact. Robotic “species” are immune. It will sterilize 2-3 planets before leaving the galaxy. The space crystal travels at 1 parsec/turn. This event does not trigger until at least 150 turns into a game.

  • Pirate Activity: Pirates begin raid trade lanes, blockading a system but not attacking any planets. There is a small pirate fleet that must be destroyed to end this event. This event only triggers after 50 turns. The pirate fleet spawns 3 turns away from the colony.

  • Comet: A massive comet is on a collision course with a colony. It will arrive in 3 turns. Comets appear as a "space monster" in tactical combat. If the comet hits the planet or is not defeated in autoresolve it is destroyed but does damage equivalent to a nuclear bomb hit. This event does not trigger until at least 50 turns in a game.

  • Space Amoeba: A being from another galaxy, the space amoeba starts from the edge of the galaxy and picks the nearest inhabited planet to spawn at. If not destroyed in tactical combat, the space amoeba will annihilate that colony turning it radiated and will spawn a second amoeba. Both amoebas will then attempt to leave the galaxy. Space amoebas travel at 1 parsec/turn. This event does not trigger until at least 100 turns into a game.

  • Von Neumann Probe: A probe from another galaxy picks appears at a random system and travels to a random inhabited planet. If not defeated in tactical combat it will deplete the planet attacked to Ultra-Poor minerals and then leave the galaxy.
13.1. Grand Menaces


  • VN Mothership: Appears from the edge of the galaxy. It selects the nearest inhabited planet as its target. When arriving at system attack a planet. If it wins combat planet is reduced one mineral level (minimum is ultra poor) and a VN Drone is added to its fleet.
    Leaves galaxy after 8-12 planets attacked.

  • Infection: Appears from the edge of the galaxy. It selects the nearest inhabited planet as its target. When arriving at a system attack a planet. If it wins combat uses biobombard,
    Leaves galaxy after 6-8 planets attacked.

  • System Killer: Appears from the edge of the galaxy. It selects the nearest inhabited planet as its target. When arriving at system attack a planet. if it wins combat trigger supernova in system. (same effects as supernova random event)
    Leaves galaxy after 4-6 systems destroyed.

  • Ragtag Fleet: Appears from the edge of the galaxy. It selects the nearest inhabited planet as its target. When arriving at system attack a planet. If it wins combat bombs planet.
    Leaves galaxy after 12-16 planets attacked.
14. Leaders
Quote:
"To lead, one must serve." -Speaker Chaka'kri

Leaders are assigned in the Empire menu and provide empire-wide bonuses to ships, colonies, and the empire. Assigned leaders have a BC upkeep per turn.

Acquiring Leaders
There is a chance each turn of a leader offering their services with leaders generally appearing every 15 turns. Charismatic species have an increased chance, a leader offering services about once every 10 turns while Repulsive species have a lowered chance of a leader appearing, once every 20 turns

Leaders may be rescued from star systems and can be hired at no initial cost. There is a 50% chance of rescuing a leader when arriving at a system with no orbits (just a central star).

Leaders can also be hired with an initial cost. Trader species can recruit leaders at half cost and the famous leader trait reduces the cost of future hired leaders.

Leader Skills
Some leader skills provide percent bonuses while others provide flat bonuses. Each skill bonus is multiplied by level.

Skill
Bonus Per Level
Agriculturalist
+10% Food
Industrialist
+10% Production
Researcher
+10% Research
Medicine
+10% Population Growth
Spy Master
+5% Espionage
Spiritualist
+5% Morale
Economist
+10% Income
Ecologist
-10% Pollution
Tactician
+10% Ship Attack
Defender
+10% Ship Defense
Marine
+10% Ground Combat
Instructor
+1 XP
Trillionaire
+10 BCs
Ordnance
+5 Weapon Damage
Experimentalist
+5 Research
Famous
-10% Leader Cost
Diplomat
+1 Diplomacy
Starcharts
Reveals All Unexplored Systems
Leader Skills

Gifted Technologies
Leaders can also gift technologies. These are immediately acquired upon recruitment.

Leader Experience
Each turn assigned leaders gain 10 XP and unassigned leaders gain 5 XP. The instructor skill is also added and xenopedagogy if researched doubles leader XP gain.

Leader skill bonuses are multiplied by leader level.

XP
Level
0-89
Bureaucrat
90-179
Administrator
180-299
Director
300-499
Commissioner
500-999
Magistrate
1000-1499
Councilor
1500
Lord (Warlord only)
Leader ranks and XP

Dismissed Leaders
Dismissed leaders return to the recruitment pool and may be re-hired in the future.

Death and Defection
  • Leaders have a 50% chance of joining a random rebel faction during a rebellion.
  • If a homeworld or capitol is lost there is a 50% chance of a leader being killed. Escape Pod technology reduces this to a 25% chance.
14.1 Leader List
Name
Title
Quote
Starting Level
Hiring Cost
Maintenance Cost
Abilities
Gifted Techs
Rosseau
Human Ambassador
Freely accessible, accurate, information is the only guard against tyranny. We learned this all too well...
1
80
1
Diplomat
N/A
Leilani
Yalkai Mystic
I see where the oracles can not. The dark places of the mind they shun must be embraced if we are to survive.
2
100
2
Spiritualist, Instructor
Telepathic Training
Letess
Selach Navigator
The depths of the Tanhauser Maelstrom are more treacherous than the seas of Tuun. But I can get you there in record time for a price...
2
100
0
Defender, Trillionaire
N/A
Masalk
Tharrn Armsmaster
Battle is defined by your weapons, but remember everything is a weapon! Your engines and shields can batter a ship and tractor beams tear a hull. Your teeth and claws against marines!
2
70
2
Tactician, Ordnance
N/A
Vokax
Ornithon Cybernaut
The self imposed limitations of the body are pointless. Interface your brain directly with the navigational systems. You can feel the solar wind on your skin and see the wakes in subspace...
1
100
2
Defender. Experimentalist
120
Xaxar
Xantus Spymaster
One does not spy on the citizenry to ensure their protection. One spies on them to see when they are fomenting revolt.
2
180
1
Spy Master
N/A
Quartzon
Tulock Terraformer
LIFE IS PRECIOUS. THIS TULOCK WISHES TO ENCOURAGE ALL LIFE.
1
60
1
Ecologist
Terraforming
K'Thork
Katraxi Commando
The hope of all Katraxi is to die in battle. There is no dishonor in dying to a superior foe if your heart is pure and actions forthright!
2
90
1
Marine
N/A
G4-D7
Synth Gadgeteer
[we] are pleased//enamored with enhancement of [ship] drives//propulsion.
3
160
1
Researcher
Tholon Enhanced Thrusters
Blood Blossom
The Mad Queen
Betrayed by my own children who discarded me for having thoughts and desires of my own... They will all suffer for it.
2
100
1
Agriculturalist, Industrialist
N/A
Grissom
Human Explorer
Beyond the farthest star we can finally find ourselves...
3
260
1
Famous
Hyperspace Navigation
Erak
Liandri Prophet
The one true god will spread the faith by sword and ice. I am her instrument.
3
800
4
Tactician, Defender, Marine, Ordnance
N/A
Namtar
Arcturan Peacemaker
My people see war and conflict as the only test of a species. Those that can reconcile and cooperate despite their past sins have the true strength.
2
100
2
Defender, Diplomat
N/A
Edo
The Fallen Lord
The elder races have lied to you, children. This universe will die and all of your efforts are in vain.
1
90
3
Ordnance, Tactician, Marine
N/A
Cloud Catcher
Eolan Taskmaster
If friends learn to be better to each other, more can be made to create new friends!
1
120
4
Agriculturalist, Industrialist, Researcher, Economist
N/A
Baitek
Ytrib Weaponmaster
I saw my world burn. I remember every face. Those that murdered them still exist and I will not rest until the Lords of Rigel and Arcturus suffer for their crimes.
2
180
2
Marine, Ordnance
N/A
Alleris
Kralsacon Mystic
Time ends all things. Oceans boil, stars fade, but with each cycle we find new patterns that can change the web of history.
2
120
3
Spiritualist, Ecologist, Famous
N/A
Jhal
The Elder One
Younger Races : Horrors visited in previous cycles must be avoided. Extinction : If ending the cycle ends the Jhal, so be it.
2
150
1
Instructor
N/A
Tolv
The Hunter
An individual without a people to call their own is an abomination. Abominations must be destroyed.
2
90
1
Marine
N/A
Saga
Ancient Android
This galactic cycle exhibits numerous anomalies. Direct intervention is required.
1
30
0
Economist, Trillionaire, Famous
N/A
Kalestis
Vorkoth Aquaculturalist
The Vorkoth are the mightiest warriors of the galaxy. But armies must be fed.
2
200
2
Agriculturalist, Ecologist
N/A
Umbral Matron
Ursuul Dula
Our kind are viewed as monsters, but I exist to bring life to this world.
3
600
2
Medicine, Spiritualist
Microbiotics
Thunder Weaver
Eolan Wanderer
The gift of the stars should be shared with all!
1
60
1
Experimentalist
Deuterium Fuel Cell
Turvari
Yalkai Exile
I refuse to lie about my form. I will also not turn from the doom my oracular sight revealed for the galaxy.
3
350
3
Defender, Famous
Psionics
Nimka
Abastur Starfarer
My people were collecting stars before the races that now call themsevles our elders...
3
2400
1
Starcharts, Instructor
N/A
Asag
Arcturan Warmaster
War is the crucible of evolution.
4
200
4
Ordnance, Tactician, Defender, Marine
N/A
Ierathel
Harbinger of Truth
We did not discover Rigel. We stole it. We do not deserve the title of Lords of Rigel.
4
250
4
Researcher, Medicine, Experimentalist
N/A
Gemini
Master Cloner
My 'father' had a vision of how to expand the colonies. On my own I have succeeded where he failed.
3
250
1
Famous, Medicine
Cloning Center
Leader Starting Stats

Note: Uncreative species without Deuterium Fuel Cells have a weighted chance for Thunder Weaver to appear.
15. Ships

Quote:
"Will outer space be preserved for peaceful use and developed for the benefit of all mankind? Or will it become another focus for the arms race?" -Dwight D. Eisenhower

Ships are used to explore, expand, and engage in combat.

There are two main types of ships in Lord of Rigel support (non-combat) and starships (combat). Orbiting defenses (starbases, battlestations, citadels) also follow the same general design rules as combat ships.

Combat Ship Types
  • Frigates are the smallest starship hull. 1 BC maintenance per turn.
  • Destroyers are a versatile starship hull. 2 BC maintenance per turn.
  • Cruisers are the standard starship hull. 3 BC maintenance per turn.
  • Battleships are a heavy starship hull. 4 BC maintenance per turn.
  • Titans are supercapital ships. 5 BC maintenance per turn.
  • Behemoths are the largest starship hull. 6 BC maintenance per turn.

Support Ship Types
  • Colony Ships are a colony base capable of interstellar travel. It can establish a new colony in any star system. Costs 1 BC maintenance per turn.
  • Outpost Ships can establish outposts on planets, asteroids, and gas giants. Outposts repair and refuel fleets and provide sensor range. Outpost types provide different economic bonuses. Costs 1 BC maintenance per turn.
  • Troop Transports hold four marines to invade enemy planets. Troop Transports can only be built on planets that already have an Armor Barracks. Costs 1 BC maintenance per turn.

Orbital Types
  • Starbases are an armed orbital platform used to build and service starships. Starbases add 2 parsecs to the system sensor range, and repair friendly ships in a system each turn. A planet without a Starbase cannot build ships larger than destroyers. Costs 1 BC maintenance per turn.
  • Battlestations are a more heavily armed version of the Starbase. Battlestations add 4 parsecs to the system sensor range, adds +10 ship attack to friendly ships in combat, and repair friendly ships in a system each turn. It replaces a Starbase. Costs 2 BC maintenance per turn.
  • Citadels are the size of a small moon. Citadels add 6 parsecs to the system sensor range, add +20 ship attack to friendly ships in combat, and repair friendly ships in a system each turn. It replaces a Starbase or Battlestation. Costs 3 BC maintenance per turn.
15.1. Orbitals
Orbitals or orbital installations (starbases, battlestations, citadels) are immobile objects one space in front of the planet they are guarding. They slowly rotate to change their shield and armor facings. These are automatically fitted with the best shields, ECM, and weapons available in the player's empire. Being immobile they have a -20% ship defense penalty, but have stronger shields and armor than ships. All weapons on installations are 360 degree mounted.
15.2. Ship Autodesign
Autodesign rules apply to AI created ships or when the "auto" button is used in the ship designer to auto create a ship.

Ship designs are automatically generated for the player when ship technologies are researched and can be turned off in settings.

Archetypes: Each Species has a percent weight table for constructing ship types based on their archetype (ex. scout, monitor, missile boat). If the technologies do not exist to fulfill an archetype they default to constructing a balanced archetype.

Ship Size: Each species has a percent weight table for the overall sizes for ships (Light- Frigate/Destroyer, Medium (Cruiser/Battleship), Large- Titan) If the technology does not exist to build a ship in one category, it will move down to fill that category with ships that it can build.

Stealth: Each AI personality type has a percent weight table for the overall amount of the fleet fitted with stealth technology (cloak, phased cloak, cloak mod for missiles) once available. (ex. Spy 100%, Cold Warrior 100%, Balanced Warrior 50%)

Species will construct ships to fulfill 50% of their current positive income in BCs in maintenance costs. If at war, they may exceed this value until they meet their positive income in BCs.

AI generates new designs when a new technology is acquired. Ships currently being built are still produced but new designs replace ships in queue. If the AI is near the maintenance limit and will go over the maintenance limit producing a new ship, scrap a ship from an old design. (this means the AI will scrap old designs while cycling in new designs while staying close to their maintenance cost limit)

Basic Ship Design Rules:
All ships will have the best possible:

  • Drive
  • Shield
  • Computer
  • ECM
  • Armor

All ships will be fitted with the following special devices if the technology and space are available:

  • Battlepods
  • Reinforced Hull
  • Neutron Shielding
  • Heavy Armor
  • Multiphased Shields
  • Hard Shields
  • Shield Focus
  • Shield Capacitor
  • Tactical Scanner
  • At least 1 other random special device.
  • Round off remaining space with bombs and PD beams.

Archetypes: Will fit specials if available but not required (ex. a torpedo boat without torpedoes, etc. researched will be a regular ship with normal and PD beams)

  • Scout- Frigate, Best possible missile and best possible 360 normal mount beam (50/50 beams missiles). Extended fuel tanks. Tactical scanner, bussard scoops, subspace drive injector, and hyperspace navigation specials (if enough room).
  • Balanced- Mix of best possible heavy mount beams and missiles, 1 random special weapon (pulsar, blackhole generator, etc.), remainder as point defense beams. (50 beams / 40 missiles /10 bombs)
  • Balanced Torpedo- Mix of best possible heavy mount beams and torpedoes, 1 random special weapon, remainder as point defense beams. (50/40/10 beams torps bombs)
  • Missile Boat- A mix of best possible missiles and best point defense beams, fast missile rack special (70/30 missiles/ PD)
  • Torpedo Boat- A mix of best possible torpedoes and best point defense beams (70/30 torps/ PD)
  • Scalpel- Best possible spinal mount beams, remainder is a mix of best possible normal and point defense beams, high energy focus special, hyperspace conductors, and critical targeting unit. (60 spinal mount/20 360 normal mount beam /20 PD beam)
  • Carrier- Best possible fighters (fighter, bomber, heavy fighter), remainder is a mix of point defense beams (80 fighters/20 PD)
  • Escort- Best possible PD beams with remainder as 360 normal mount beams. (40 360 normal, 60 PD) Anti-missile rocket special, pulsar
  • Bomber- Best possible normal bombs with remainder as 360 normal mount beams. (60 bomb/40 360 normal beam) Tactical engines special, troop pod.
  • Bio Bomber- Best possible bio bombs with remainder as 360 normal mount beams. (60 bomb/40 360 normal beam) Tactical engines special, troop pod.
  • Experimental- Best possible special weapons with remainder as 360 PD beams.(60 special/40 PD beams)

Starbase Design Rules
All starbases will have the best possible:

  • Shield
  • Computer
  • ECM
  • Armor

Mix of best possible heavy mount beams (360) and missiles. (40 beams / 50 missiles / 10 fighter )
All starbases will be fitted with the following special devices if the technology and space are available:

  • Battlepods
  • Reinforced Hull
  • Neutron Shielding
  • Heavy Armor
  • Multiphased Shields
  • Hard Shields
  • Shield Focus
  • Shield Capacitor
  • Tactical Scanner
  • Round off remaining space with PD beams.
15.3. Ship Experience
As ships fight in battles, their crews gain experience. Ships gain experience at the end of tactical combat based on one point per ship size ranking if an enemy ship was destroyed in combat.

Experience is applied to all ships that survive combat, based on points gained by counting destroyed or retreating enemy ships encountered.

Ships also gain experience when in a system with a space academy present and XP from leaders with the instructor trait.

Each level of experience provides bonuses to ship attack and ship defense. Fighters and bombers have the experience bonuses of their carrier.

XP
Level
Ship Attack
Ship Defense
0-49
Recruit
0
0
50-149
Regular
15
15
150-499
Veteran
30
30
500-999
Elite
50
50
1000
Ultra-Elite
75
75
Ship Experience and Bonuses

Note: Ultra-Elite rank is only availble to species with the Warlord trait.
15.4. Ship Base Statistics
Each hull type has base statistics that are then modified by the installed ship systems such as armor, shields, ECM, computer, and drive type.

Ships defenses include shields, armor, structure, and internals.

System hits are the base for internals. Structure hits for a ship class is the basis for ship structure and armor.

Shield hit multiplier is the ship size class modifier for shield strength.

The system multiplier effects the size and cost of systems on a ship, and the computer multiplier effects the cost of a computer system.

Finally base speed, acceleration, and turning are all effected by ship drives but determine the basic speed and maneuverability in tactical for a ship.

Class
Base Cost
Maint. Cost
Base Space
Structure Hits
Computer Hits
Drive Hits
Shield Hits
System Multiplier
Ship Defense
Computer Multiplier
Frigate
20
1
50
40
5
2
1
1
10
1
Destroyer
70
2
120
100
7
4
2
1.5
5
5
Cruiser
250
3
240
300
10
10
6
2.5
0
10
Battleship
600
4
500
500
15
15
7
5
-5
20
Titan
1500
5
1000
700
20
20
10
10
-10
50
Behemoth
3000
6
2000
1000
30
25
15
25
-25
100
Starbase
500
1
500
500
10
0
10
5
-5
20
Battlestation
1000
2
1500
1000
15
0
15
10
-10
50
Citadel
1500
3
3200
2000
30
0
30
25
-25
100

Class
Shield Ship Size
Base Speed
Base Acceleration
Base Turning
Frigate
1
2
0.5
90
Destroyer
2
1.6
0.25
80
Cruiser
3
1.2
0.125
60
Battleship
4
1
0.075
45
Titan
5
0.8
0.05
30
Behemoth
6
0.5
0.025
15
Starbase
4
0
0
0
Battlestation
5
0
0
0
Citadel
6
0
0
0

Base Ship Class Data
15.4.1. Ship Defenses
In Lord of Rigel defenses are layered. The first layer are shields if installed on a ship. Shields have four facings (Forward, Aft, Port, Starboard), If weapons reduce a shield facing to 0 or otherwise can penetrate a shield it reaches the second layer, armor. Armor also has four facings.

Structure and internals take damage once shields and armor have been breached. These do not have facings. If a ship's structure or the drive system have 0 hits the ship is destroyed.

Damage to internal systems can be done by random chance and there is also a higher chance of damage to a specific system when a weapon hits the area of a ship with a system (bridge for computer, engine for drive).
15.4.1.1. Shields
If a shield system is installed on a ship, weapons must first penetrate shields before doing damage to armor, structure, or internal systems (unless the weapon is shield piercing). Visually shields are a bubble surrounding the ship a portion of which are “lit up” when a shield facing is hit by a weapon. Weapons collide with the shield mesh unless the weapon is shield piercing or the attack causes a shield facing to fail. Shield effect opacity decreases as shields lose integrity. Each species has a unique texture and color for their shield effects.

Shields absorb a set amount of damage for each type before failing. If the value for a shield facing on a ship is below 1, it is rounded up to 1. They also block a set amount of damage from each weapon hit. The damage blocked equals the shield class. So a MK1 shield blocks 1 point of damage. Non capital ships (missiles, fighters) do not have individual shield facings, instead the shield envelops the whole ship and they only have a total shield strength equivalent to the strength of one facing. For example a shielded missile with a Class X Shield has 5 shield strength and absorbs 10 damage, but its shield has no facings. A Citadel with a Class I shield has 30 shield strength per facing and absorbs 1 damage.

ShieldFacingStrength = Absorbed x ShipSizeRanking
Shield Facing Strength Calculation

Ship Size Ranking
  • Missile 0.1
  • Strikecraft (Fighter, Bomber) 0.5
  • Frigate 1
  • Destroyer 2
  • Cruiser 3
  • Battleship/Starbase 4
  • Titan/Battlestation 5
  • Behemoth/Citadel 6

Every second shields recharge the hitpoint value of 0.3% of the max facing strength. This is applied to all facings. Technologies such as a shield capacitor modify the recharge percent value.

Shield Class
Base Cost
Base Size
Absorbed
Damage Blocked
I
1
1
5
1
III
3
1
15
3
V
5
2
25
5
VII
7
2
35
7
X
10
5
50
10
Shield System Base Data

Cost Multiplier
  • Frigate 1
  • Destroyer 1.5
  • Cruiser 2
  • Battleship/Starbase 5
  • Titan/Battlestation 10
  • Behemoth/Citadel 25

Size Multiplier
  • Frigate 1
  • Destroyer 2
  • Cruiser 3
  • Battleship 4
  • Titan 5
  • Starbase 4
  • Battlestation 5
  • Behemoth/Citadel 6
15.4.1.2. Armor
Armor is the next layer of defense after shields. Ships have armor facings like shield facings. Each armor facing has hitpoints equivalent to a ship's structural hits (which is dependent on size class, see base ship stats table) times the armor bonus which (a percent dependent on armor technology) divided by four. Armor piercing weapons can penetrate armor.

ArmorFacingStrength = ( StructuralHits x (ArmorBonus) ) / 4
Armor Facing Strength Calculation

Armor Type and Bonuses
  • Titanium: 100%
  • Duranium: 150%
  • Zentronium: 300%
  • Adamantium: 500%
  • Neutronium: 700%
15.4.1.3. Structure and Internals
Once weapons have penetrated shields and armor, damage is applied randomly to structure and internals with a 50% chance of it being applied to structure and an equal random chance for another internal. Weapons and special systems have 1 hitpoint for each tech level (each tier in the tech tree). If the hitpoints for a weapon or special system reach zero that device is inoperable.

Overall structure is shown as the structural integrity bar for ship health in tactical. All internal hitpoints (computer, drive, shield, weapons, specials) are combined to provide the internal systems integrity bar.

StructuralStrength = StructuralHits x (ArmorBonus)
Structural Strength Calculation

Damage for each system has different effects:
  • Structure: This is overall hull integrity (the first bar of ship health in the tactical screen). When this hits zero the ship is destroyed.
  • Computer: If this loses its hitpoints the ship loses any targeting bonuses from its computer.
  • ECM: If this loses its hitpoints the ship loses any ECM bonuses.
  • Drive: Once a ship's drive has taken 25% damage it has a half speed penalty. At 50% damage the ship is immobilized. Immobilized ships lose any defense bonuses that result from their engines and also have a -20% ship defense penalty. If the drive is destroyed the ship's reactor detonates (like the self-destruct sequence).
  • Shield: Once a ship's shield system loses it's hitpoints, its shield system fails.
  • Weapon: Each weapon has hitpoints, which if lost the weapon ceases to function.
  • Specials: Special systems on ships (with the exception of battlepods) will cease to function when they lose their hitpoints.
15.4.2. Ship Weapons
Weapons come in the form of Beams, Missiles, Torpedoes, Strikecraft, and unique special weapons.
15.4.2.1 Missile and Torpedo Weapons
Missile weapons include missiles and torpedoes. All missiles and torpedoes have a 360 firing arc. These weapons use the missile hit calculation. Missiles have limited ammunition during a battle, determined by rack size. Torpedoes have unlimited ammunition but have long cooldown rates.
Missile weapon base speed is increased by 0.2 for every drive technology researched beyond nuclear drives.

Missiles also have hitpoints, by default 4. Which are modified by weapon mods and the percent modifier for the best known armor technology.

Missiles have a high initial probability of hitting their target. Missiles and torpedoes have unlimited range, unless otherwise specified by that technology. However, missiles can be intercepted by normal or point defense weapon fire, destroyed by splash damage (self-destructing ships, area of effect weapons), or destroyed by special defense technologies (lightning field). Missiles have a 100% to hit chance per missile, modified by ECM. This total is subtracted by 1.0 to provide a to hit % that the 1-100 roll must be over for the missile to hit. For example, if the enemy ship had 50% ECM the end calculation would be 50%. Any 1-100 roll of 50 or higher would result in the missile hitting.

By default each missile has four hitpoints, modified by armor percentages, weapon modifications, and technologies.
Missile weapon attack rolls apply to all missiles and torpedoes.
1.0 - ( 100% - ECM%) = To Hit %
Missile Hit Calculation

Missiles and torpedoes have a base speed of 5 units/second. Their base speed is modified by the player's drive technology (+0.2/sec for drive type past nuclear). They start in front of their firing ship. Missiles also have a ship defense rating of their movement speed x 5.

Missiles also have limited ammunition in combat. Missile ammo is replenished automatically at the end of combat.

Torpedoes differ from missiles in that they can not be shot down and are not impacted by splash damage. They have unlimited ammunition but have longer cooldown rates.

Weapon
Base Speed
Acceleration
Turning
Cooldown
Damage
HP
Size
Cost
Nuclear
1.2
0.6
120
5
8
4
N/A
N/A
Fusion
1.2
0.6
120
5
14
4
N/A
N/A
Antimatter
1.2
0.6
120
5
20
4
N/A
N/A
Singularity
35
0.6
120
5
30
4
N/A
N/A
Ionic Torpedo
40
1
0
7.5
25
N/A
25
15
Proton Torpedo
40
1.2
0
10
40
N/A
30
20
Antimatter Torpedo
1.2
0.8
120
12.5
25
N/A
30
15
Plasma Torpedo
1
0.6
100
15
120
N/A
40
75

Weapon
Special
Modifications
Nuclear
1.2
ECCM, FST. HA. SH, CL, MIRV, EG
Fusion
1.2
ECCM, FST. HA. SH, CL, MIRV, EG
Antimatter
1.2
ECCM, FST. HA. SH, CL, MIRV, EG
Singularity
35
ECCM, FST. HA. SH, CL, MIRV, EG
Ionic Torpedo
Direct fire, maximum range
OV, EV
Proton Torpedo
Direct fire, maximum range
OV, ECCM, EG
Antimatter Torpedo
Loses 1 damage/second
OV, EV, FST, ECCM
Plasma Torpedo
Loses 5 damage/second
OV, EV, FST, ECCM, NR
Missile and Torpedo Weapon Base Data

Missile Weapon Modifications
  • ECCM (ECCM): This halves the ECM% of the enemy ship. This modification increases the cost and size of the missile by 25% and can't be placed on a weapon until it has 1 level of tech miniaturization.
  • No Range Dissipation (NR): This prevents the loss of weapon damage over distance moved for torpedo or missile weapons. This increases the size and cost of a weapon by 25% and can't be placed on a weapon until it has 1 level of tech miniaturization.
  • MIRV (MIRV): This fires four full strength warheads that must be individually intercepted by point defense. Each warhead does full damage. Weapon cooldown is increased by 400%. This increases the size and cost of a weapon by 25% and can't be placed on a weapon until it has 2 levels of tech miniaturization.
  • Emissions Guided (EG): Emissions guided missiles apply all damage that penetrates shields and armor to the drive subsystem of a ship. They can also target cloaked or phase cloaked ships. Weapon cooldown is increased by 50%. This increases the size and cost of a weapon by 100% and can't be placed on a weapon until it has 2 levels of tech miniaturization.
  • Heavy Armor (HA): This doubles the hitpoints of the missile. This increases the size and cost of a weapon by 25% and can't be placed on a weapon until it has 1 level of tech miniaturization.
  • Shielded (SH): These weapons are fitted with a shield system. This increases the size and cost of a weapon by 50% and can't be placed on a weapon until it has 2 level of tech miniaturization.
  • Cloaked (CL): Cloaked weapons engage a cloaking device that adds +50% ship defense for the missile. This increases the size and cost of a weapon by 50% and can't be placed on a weapon until it has 2 level of tech miniaturization.
  • Fast (FST): These missiles and torpedoes have +50% top speed and acceleration. This increases the size and cost of the weapon by 25% and can't be placed on a weapon until it has 1 level of tech miniaturization.
  • Overloaded (OV): This increases the damage of a warhead by 50%. This increases the size and cost of a weapon by 25% and can't be placed on a weapon until it has 2 levels of tech miniaturization. Weapon cooldown is increased by 25%.
  • Enveloping (EV): The weapon hits all four sides of a ship. Damage is divided evenly across all facings. This increases the size and cost of a weapon by 100% and can not be placed on a weapon until it has 2 levels of tech miniaturization. Weapon cooldown is increased by 400%.

Ammo
Base Cost
Base Size
2
10
10
5
20
20
10
30
30
20
35
35
30
40
40
Missile Rack Base Costs
15.4.2.2. Beam Weapons
“Beam” weapons all use the beam weapon hit calculation. “Beam” is a misnomer as these include projectile weapons (mass drivers), pulse weapons (non-continuous weapons), and beams. These weapons (if they hit) instantly hit their target. Many beam weapons (normal and point defense mounts) can also be used to shoot down fighters, bombers, and missiles. The downsides of beam weapons are that they often miss, have variable damage, and diminish in effectiveness with range.

Each type of beam weapon has a different damage range. Some weapons have a flat damage rate. Any specials that a weapon has are additional bonuses or penalties unique to that weapon.

Unlike missile weapons, beam weapons face penalties for their to hit and damage ratings by range. Beam weapons also have maximum ranges and varying cooldown rates. These attack rolls are done for each individual weapon in a weapon bank. For example, each weapon in a bank of 5 Heavy Mount Lasers has its own attack roll. The overall to hit percent for beam weapons is calculated based on adding a ship's total ship attack (based on species specials and computer type) with the range penalty added, and an additional 10%. The target ship's defense rating (based on engines, ship size class, and species bonuses) is then subtracted from this total. This overall percent is then subtracted by 1.0 to provide the value that the 1-100 roll must have or exceed to hit.

Point defense weapons have doubled range penalties while heavy and spinal mount weapons have half range penalties. Beam weapons also have a set cooldown (refire) rate depending on the type. Weapon mount type sets maximum range, and has a cooldown multiplier. Weapon mods also affect range and cooldown rate.

1.0 - ( ( BeamAttack% + RangePenalty% + 10%) - TargetShipDefense%) = To Hit %
Beam Weapon Hit Calculation

Beam Damage Potential by Range
-20(LnX)+200 * BeamRangePenaltyModifier
Where X is distance
Value is limited between 20 and 100

Weapon
Range
Cooldown
Cost/Size
Attack Bonus
Range Penalty
Point Defense
1.2
0.25
0.5
+25
2
Normal
1.2
1
1
0
0
Heavy Mount
1.2
1.5
2
0
-0.5
Spinal Mount
35
2
3
0
-0.25
Beam Weapon Mount Type Modifiers

Weapon Firing Arcs
All missile and bomb weapons have 360 degree firing arcs. Beam weapons can be assigned firing arc ranges:
  • Front (F): These weapons can hit any target in line of sight of the ship's front 60 degrees facing.
  • Front Extended (Fx): These weapons can hit any target in line of sight of the ship's front 270 degrees. These weapons have a 125% cost and size penalty.
  • Back (B): These weapons can hit any target in line of sight of the ship's rear 60 degrees.
  • Back Extended (Bx): These weapons can hit any target in line of sight of the ship's rear 270 degrees. These weapons have a 125% cost and size penalty.
  • 360 Degree (360): These weapons can hit any target in line of sight of any of the ship's facings but have a 150% cost and size penalty. Point defense weapons are 360 degree at no additional cost.

Weapon
Damage
Cooldown
Size
Cost
Range Penalty
Attack Bonus
Mounts
KEW
1
1
10
5
1
-25
HV, NM, PD
Laser
1-4
0.75
10
5
1
0
SM, HV, NM, PD
Fusion
2-6
1.25
10
6
2
0
SM, HV, NM, PD
Autogauss
2
0.25
10
7
0
-25
SM, HV, NM, PD
Railgun
18
2.5
15
10
0
+50
SM, HV, NM, PD
Graviton
3-15
3
15
12
1
0
SM, HV, NM, PD
Ion
2-16
3.25
15
15
1
0
SM, HV, NM
Neutron
3-12
2
10
10
1
0
SM, HV, NM, PD
Disruptor
40
1.5
20
20
0
0
SM, HV, NM, PD
Plasma
6-20
3
10
10
2
0
SM, HV, NM
Phase Transit
1500
15
500
30
0
0
SM
Meson
10-150
1.5
15
25
0
+25
SM, HV, NM, PD
Particle
80
1.25
15
25
0
+25
SM, HV, NM, PD

Weapon
Shield Multiplier
Armor Multiplier
Structure Multiplier
Internals Multiplier
Weapon Mods
Special
KEW
0.75
1.25
1
1
Laser
1
1
1
1
CO, SP, AF, NR
Fusion
1.25
1
1
1
EV, CO
2x Range Penalties
Autogauss
0.75
1.25
1
1
AF, AP
Ignores Range Penalties -25 Beam Attack
Railgun
0.75
1.25
1
1
AF, AP
Ignores Range Penalties +25 Beam Attack
Graviton
1
1
2
1
EV, CO, SP
200% Structural damage, ignores internals
Ion
1
0.75
0
2
AF, CO
200% Internal damage, ignores structure
Neutron
1
1
1
1
CO, NR
-0.5 target ship beam attack per 1 internal or structure damage
Disruptor
2
0.5
0.5
0.5
CO, AF
200% shield damage, 50% armor, structure and internal damage, ignores range penalty
Plasma
1.25
1
1
1
CO, AP
2 damage/second over 5 seconds, 2x range penalties
Phase Transit
1
1
1
1
Enveloping, no range penalty, F facing only
Meson
1
1
1
1
Arcturan weapon
Particle
1
1
1
1
Rigelan weapon, shield piercing
Beam Weapon Base Data


15.4.2.2.1. Beam Weapon Modifications
Beam Weapon Modifications
  • Heavy Mount (HV): Heavy mount weapons do 50% more damage and have half range penalties. However they have double the size and cost requirements. This mod is mutually exclusive with spinal mount and point defense.
  • Spinal Mount (SM): Spinal mount weapons do 75% more damage, and have quarter range penalties. They can only be fitted on Front or Rear firing arcs and have triple the size and cost requirements. This mod is mutually exclusive with heavy mount and point defense.
  • Point Defense (PD): Point defense weapons have a +25% ship attack hit modifier. But they do half damage and have double range penalty. However, they have half the cost and size of a normal weapon. They also have a 360 degree firing arc at no additional cost. This mod is mutually exclusive with heavy mount and spinal mount.
  • Armor Piercing (AP): Shots from these weapons ignore armor unless a ship is fitted with hardened armor. This adds 50% to the cost and size of a weapon. It can't be placed on a weapon until it has 1 level of tech miniaturization.
  • Continuous (CO): This adds +25% to the weapon's ship attack hit modifier. It also changes the visual of the weapon from a pulse to a beam. This increases the size and cost of the weapon by 50%. It can't be placed on a weapon until it has 1 level of tech miniaturization. CO weapons also have a 25% higher cooldown rate.
  • No Range Dissipation (NR): This eliminates the damage penalties by range for beam weapons. This increases the size and cost of a weapon by 25% and can't be placed on a weapon until it has 1 level of tech miniaturization. NR weapons have a 25% higher cooldown rate.
  • Shield Piercing (SP): Shots from these weapons ignore shields unless a ship is fitted with hard shields. This adds 50% to the cost and size of a weapon. It can't be placed on a weapon until it has 1 level of tech miniaturization.
  • Autofire (AF): This causes the weapon to fire three times in rapid succession. Each successive shot has an additional -20% ship attack hit penalty. This modification increases the size and cost of the weapon by 50% and can't be placed on a weapon until it has 2 levels of tech miniaturization.
  • Enveloping (EV): Weapon hits all four sides of a ship. Damage is divided evenly across all facings. This increases the size and cost of a weapon by 100%. Enveloping weapons have a 400% higher cooldown rate and can't be placed on a weapon until it has 2 levels of tech miniaturization.

Note: Spinal mount and PD change weapon firing arc. That will adjust the overall cost of the weapon if you change mount type again as it will save the changed firing arc.
15.4.3. Bombs
Bombs have a range of 1 and in the case of capital ships can only target planets. Bombs hit targets on planets in tactical combat and the orbital bombardment screen based on the criteria outlined in the combat section. Fighters can be fitted with bombs if a player has researched bomber technology. Fighter bombs can be deployed against planets or against capital ships. Bombs are fired once in tactical on planets. Bomb cooldown applies to bombers.

Bomb
Damage
Cooldown
Size
Cost
Nuclear
2-12
5
5
3
Fusion
3-24
5
7
5
Antimatter
5-40
10
7
6
Singularity
10-60
10
10
9
Conventional Bombs

Bomb
Chance to Kill Population or Ground Unit
Cooldown
Size
Cost
Engineered Retrovirus
10%
5
5
3
Nanophage
20%
10
7
3
Bioweapons

In tactical bombs are deployed when near a planet and can quickly destroy any ground defenses. Orbital bombardment in tactical focuses on defensive buildings.
15.4.4 Special Weapons
Special weapons have more unique behaviors, including area of effect damage or effects that increase with the size of the target or firing ship.

Weapon
Damage
Size
Cooldown
Cost
Special
Plasma Flare
12-40
40
8
35
Area of effect 12-40 damage/second over 10 seconds, 2x range penalties
Pulsar
2-12
50
7.5
30
Shockwave from firing ship. Damage multiplied by firing ship size.
Gravitmetic Projector
1-4
30
5
15
3x structural damage. Damage multiplied by target ship size.
Tractor Beam
N/A
15
2
5
No damage, slows target.
Anti-Missile Rockets
2
10
0.125
5
Point defense only.
Electron Flux
1-3
15
3
20
Short range. Shield and armor piercing.
Special Weapons
15.4.5. Strikecraft
Strike craft fit in an area between missiles and capital ships. Strikecraft are fitted like missiles on a ship and have predefined loadouts based on the best tech available. Fighters and bombers behave like missiles in that they launch in front of their carrier. They then automatically attack targets and return to the carrier to reload for the next strike.

Strikecraft can be intercepted by point defense weapons. Any destroyed strike craft are automatically replenished at the end of combat. If the hangar subsystem of their carrier is destroyed, strikecraft will continue to attack targets until destroyed. Once bomber bay technology has been researched bombers can also be launched. Bombers can be deployed against capital ships or planets.

Heavy strikecraft also require research, and are fitted with the best normal mount beam weapon.

Strikecraft hitpoints are multiplied by the armor used on the design. Strikecraft speed is increased by drive type using the same modifiers as capital ships.

Type
HP
Size
Cost
Speed
Acceleration
Turning
Weapon
Fighter
12
60
60
0.8
0.6
120
Best PD Beam
Bomber
16
80
80
0.4
0.4
90
Best Bomb
Heavy Strikecraft
14
70
70
0.6
0.5
105
Best Beam
Breaching Pod
18
120
120
0.3
0.25
60
Raiding crews deploy charges./td][/tr][/table]
Strikecraft Type

In tactical strikecraft launch once and target the carrier's target. After a successful strike they'll return to the carrier's location and do a second attack pass. They can be destroyed by point defense and are not replenished until the next battle.

Breaching pods rapidly deploy a raiding crew with charges that penetrate shields and armor, doing damage equivalent to the best available bomb with ground combat bonuses applied. Damage is equal to minimum bomb damage if there are heavy ground combat penalties.
15.5. Computers
Computers take no space but have a cost which is the base cost multiplied by the ship size class computer cost.

Computers add to ship attack, increasing beam weapon accuracy. If a computer is destroyed that accuracy bonus is lost until repaired.

Computer
Attack Bonus
Base Cost
Electronic
25
1
Optical
50
2
Positronic
75
3
Isotronic
100
4
Quantum
125
5
Computer Systems
15.6. Ship Systems
There are many special weapons and devices in Lord of Rigel that can drastically effect how a ship moves. The base size and cost of each special system is multiplied by the ship size class cost and size multiplier. System hitpoints are based on tech level and multiplied by ship size class.

Type
Size
Cost
Description
Adaptive Scanners
10
5
+50 to missile hit.
Automated Damage Control
10
10
Repairs ship during combat
Battle Pods
*
*
Increases available space
Bussard Scoops
50
25
Unlimited fuel range, slower strategic speed
Cloaking Device
12
12
Ship invisible while cloaked
Continuum Emitter
10
10
Doubles torpedo volley size, doubles refire rate
Critical Targeting Unit
10
15
Ignores enemy armor
Displacement Device
10
15
Chance for weapons to outright miss
Energy Absorber
12
12
Reduces incoming energy weapon damage
Escape Pods
12
5
Ship XP given to fleet when destroyed
Extended Fuel Tanks
12
5
Increases ship range
Fast Rack Missiles
10
10
Increases missile firing rate, doubles reload time
Hard Shields
10
10
Blocks 3 damage, shields function in nebulas.
Heavy Armor
10
5
Triples ship armor
High Energy Focus
10
10
Increased beam weapon damage
Hyper Conductors
10
10
Increased beam weapon firing rate
Hyperspace Navigation
10
15
Removes anomaly navigation penalties
Inertial Stabilizer
15
5
+50 ship defense, +25% rotation speed.
Inertial Nullifier
15
22
+100 ship defense, +50% rotation speed.
Multiphased Shields
10
10
+50% shield strength.
Multitronic Intelligence Module
40
35
AI crew with higher starting skills, does not gain XP
Neutron Shielding
10
5
Triples ship internals
Phased Cloak
15
22
Ship can fire while cloaked
Ranged Firing Solution
10
10
1/3 beam range penalties.
Regenerative Armor
25
5
Armor regenerates during combat

Type
Size
Cost
Description
Shield Capacitor
10
10
+70% shield regeneration.
Shield Focus
10
10
Doubles forward shield strength, removes rear facing
Stealth Field
10
10
Makes ship invisible to long range sensors
Structural Analyzer
7
15
Doubles beam damage penetrating shields
Structural Reinforcement
10
6
Increases ship structure
Subspace Drive Injectors
15
20
+1 parsec/turn to ship strategic speed.
Tactical Engines
10
5
Increases tactical speed
Tactical Scanner
10
2
+50 beam attack.
Troop Pod
70
25
Holds 4 marines for planetary invasions.
Warp Dissipator
15
15
Prevents enemy ship retreat
Special Systems
15.7. ECM
ECM Jammers add to a ship's missile defense, making it harder for missiles to track a ship.

Type
Size
Cost
HP
Missile Defense Bonus
ECM Jammer
1
5
4
+70
Spectral ECM
1
10
11
+100
Subspace Jammer
2
20
13
+150
15.8. Tech Miniaturization
Technological innovations within a field also have the indirect benefit of tech miniaturization. Older weapons and special devices use less space and cost less, allowing more modifications to be used. The degree of miniaturization for a technology (weapon or special system on a ship) is dependent on how many fields have been researched beyond the one that the technology was in. Miniaturization stops once 5 fields above a technology has been researched. The weapon size percent is applied to the base weapon size for a technology. So the smallest size a device such as a phase transit cannon could have is 125 size out of its original 500 (a cruiser with battlepods could fit one). Tech miniaturization also dictates what types of mods can be fitted on a weapon. Tech miniaturization also applies a cooldown rate multiplier to beam and missile weapons.

Fields Beyond
Weapon Size
System Size
Cost
Cooldown
0
1
1
1
1
1
0.8
0.85
0.75
0.9
2
0.65
0.7
0.55
0.8
3
0.5
0.6
0.4
0.7
4
0.35
0.5
0.3
0.6
5+
0.25
0.4
0.25
0.5
Tech Miniaturization
15.9. Drives
Ship Tactical Speed
Each ship class has a class base movement speed (in spaces/second) and acceleration rate determined by its size. This is the speed for a ship with all of its available space present. Ship Base Speed is calculated by the fraction of used space to total space on a ship divided by 2 multiplied by the ship's class base speed. This results in a fully burdened ship having half of the combat speed as an unburdened ship.

ShipBaseSpeed = ( (AvailableSpace/TotalSpace) / 2 ) \* ClassBaseSpeed Ship Base Speed Penalty Calculation

Note: If Available space is 0 set to 1 to avoid 0 ShipBaseSpeed.

Movement bonuses from special devices and ship drive technology are added to Ship Base Speed, to determine the overall tactical combat speed of a ship.

Ship drives have internal hits based on tech level multiplied by base ship class drive hits. When a drive is below half damage a ship is disabled. It begins to drift but can still fire weapons and use other systems. If a drive is at 0 the ship is destroyed from a warp core breach.

Type
Tactical Speed Bonus
Acceleration Bonus
Strategic Speed (Parsecs/Turn)
Wapout Time
Nuclear
10
1
2
10
Fusion
12
1.05
3
8
Ion
14
1.1
4
6
Antimatter
16
1.15
5
4
Hyper
18
1.2
6
2
Phasic
20
1.25
7
0
Ship Drive Types and Bonuses
15. Hint: Ship Design Concepts
Carrier

This medium tech design is intended to stay back and use its fighter and bomber wing to engage enemy forces while being covered by autofire point defense to take out incoming missiles, fighters, and small ships that get too close.

Behemoth Slayer

This frigate uses a Gravimetric Projector which does increased damage to larger sized hulls. Using a flanking position and wolfpack tactics it can take down a larger, technologically superior, Behemoth.

Cloaked Missile Boat

With a cloaking device, fast rack missiles. and cloaked missiles this ship can get in close to reduce point defense and deploy a rapid volley of missiles.

Sniper

This ship uses a railgun and tactical scanner to increase weapon accuracy. Other spinal mount beam weapons and range penalty reducing systems can be installed. Especially in the late game with end game computers and beam weapons this type of design can be used for long to medium range standoffs.

Bruiser

With stronger forward shields and a vulnerable rear facing, this ship is intended to use positioning and its subspace teleporter to get in close, hold a ship with its tractor beam, and use close range pulsars and fusion cannons to pummel a target.

Invader

Using a stealth field, troop pods, and a combination of conventional and biological bombs this ship can invade poorly defended planets either as part of a pack of raiders or as a support ship for an offensive fleet. Bombs can soften ground targets while troop pods allow for a follow up ground invasion.

Planet Killer

A Behemoth with extended fuel, point defense, torpedoes, and a small fighter wing the planet killer uses its phase transit cannon to go behind enemy lines and annihilate planets, risking the wrath of the elder species.
16. Strategic Movement
Quote:
"It is an odd fact that anyone who wishes to start a war must always make it appear that they are fighting in a just cause even if the real motive is naked aggression." -Isaac Asimov

Lord of Rigel uses an "island hopping" system based on fuel ranges. Fleets can reach any system within friendly or allied fuel "bubbles" even if not contiguous.

Some infrastructure and events can increase or reduce speed as can some space terrain (neutron stars and nebulas). Black holes can also block fleet movement "line of sight."

Wormholes and Stargates allow for next turn (instant) travel between linked locations (any system with a stargate belonging to you or a wormhole's paired end)
16.1. Ship Speed
Ship strategic speed is primarily determined by drive type. Ship systems can increase speed, as can infrastructure such as warp amplifiers, subspace conduits, and stargates.

Nebulas and neutron stars reduce speed by half unless a ship has Hyperspace Navigation installed or Bussard Scoops in the case of nebulas. Warp nullifiers also reduce ship speed.

A fleet has the top speed of its slowest ship. Ships immobilized in tactical combat can still move on the strategic level with their fleet, at 50% penalty until their drive systems are repaired. As a result, ships disabled in tactical will slow a fleet down.
16.1.1. Warp Enhancements and Penalties
Different types of space terrain and constructed buildings or system wide improvements can change the strategic speeds of your fleets or block areas of the map until high level technologies are researched.

Warp Enhancing Infrastructure
  • Warp Amplifier: +1 parsec/turn speed when within 5 parsecs. Bonus gained by allied ones.
  • Subspace Conduit: +2 parsec/turn speed when within 10 parsecs. Bonus gained by allied ones.
  • Stargate: 1 turn transit time to any system with another stargate constructed by your faction or an ally regardless of range.
  • Warp Nullifier: Reduces hostile fleet speed to 1 parsec/turn within 2 parsecs. Does not effect allies.

Space Terrain
  • Wormhole: 1 turn transit time to its paired system regardless of range.
  • Nebula: slows down FTL travel within their radius by half. Bussard Scoops ignore this effect. A Hyperspace Navigation ship system negates this effect.
  • Neutron Star: slows down FTL travel within a two parsec radius by half. A Hyperspace Navigation ship system negates this effect.
  • Blackhole: Ships can't pass within a two parsec radius of a black hole. A Hyperspace Navigation ship system negates this movement penalty effect. Black holes can also not be set as a destination for a fleet.
16.2. Fuel Range
The maximum range of a ship in parsecs from a friendly planet our outpost is determined by the fuel cell installed on the ship. As supply lines are abstracted, ships can freely move between two systems that are friendly or have allies even if the space between is out of fuel range. Using wormholes and outposts is a valid strategy to allow fleets to "slowboat" accross the galaxy,

Certain ship systems can extend fuel range, but a fleet uses the lowest fuel range of all ships. Extended fuel tanks are automatically installed on all support ships and add +50% fuel range.,

Bussard Scoops give unlimited fuel range for combat ships they are installed on, but reduce strategic speed.

If a ship becomes out of range (a colony was lost or treaty broken) the ship immediately retreats to the closest friendly colony.

Type
Range in Parsecs
Standard
4
Deuterium
6
Iridium
9
Ulidium
12
Thorium
2000 (Unlimited)
Fuel Cell Ranges
16.3. Communications and Ship Orders
Fleet Orders to new systems can be issued when a fleet is idle in a system, or if a fleet is in transit (currently traveling to another system) but is in communications range. Communications are needed to issue orders to fleets in transit more complex than retreating to the nearest colony (in combat or autoexplore).

Communications range is determined by communications technology and distance in parsecs from the nearest Starbase, Battlestation, or Citadel.

Type
Range in Parsecs
Standard
1
Tachyon
3
Subspace
6
Hyperspace
1000 (Unlimited)
Communications Ranges

Note: "Standard" communications lets you cancel fleet movement orders at the start of the game if issued from a system with a starbase.

Autoexplore orders can be cancelled at any time. This issues a retreat order for a fleet.
16.4 Sensors and Stealth
Sensors detect enemy fleets from your (or allied) fleets, outposts, and colonies. Sensors can also reduce the effectiveness of enemy missile evasion. Sensor detection range increases if there are larger ships in a fleet.

Type
Detection Range in Parsecs
Enemy Missile Evasion Reduction
Standard
1
0
Sector
3
-10
Tachyon
4
-20
Neutron
6
-40
Sensors
8
-70
Sensor Types

Ship size class and fleet detection bonus:
  • Destroyer +1 parsec
  • Cruiser +2 parsec
  • Battleship +3 parsec
  • Titan +4 parsec
  • Behemoth +5 parsec
  • Support Ships +3 parsec

A fleet with a Behemoth can be detected at 8 parsecs with a Sector Scanner (3 base +5).

Omniscient species can see ships regardless of scanner, but benefit from scanner missile evasion bonuses.

The stealthy ship species trait, Stealth Field, Cloaking Device, and Phased Cloak systems all hide ships from sensors.

The subspace detection net technology has a chance of detecting stealthy and cloaked ships.
16.5. Autoexplore
Autoexploring is an option for players that will send selected ships to begin exploring systems in fuel range. Once all systems in range have been explored the fleet will stop.

Autoexplore will automatically order a fleet through a wormhole to explore the system on its far end and then return to continue exploring systems in fuel range.

Autoexplore can be triggered again if a new colony or outpost, a new ally has been made increasing fuel range, or a new fuel technology has been researched.

Autoexplore can be cancelled at any time, returning that fleet to base.

Loss of a colony or outpost or an obstructing black hole will abort autoexplore.
16.6. Rally Points
A rally point can be set by selecting an owned system and (default) pressing Ctrl+R.

The "rally" option will appear in the fleet movement menu and when pressed it will send a fleet to go to that rally point.

This is useful for rapidly setting up a staging area or a defensive front.
16.7. Expansion Planning
The Planets menu provides another tool for strategic movement and can be used as an expansion planner. If you have available Outposts or Colony ships they can be sent to planets in fuel range that are not occupied by other factions. The outpost and colony icons in the planets menu issue a move order to a colony or outpost ship respectively.

The ship will arrive a the destination and on the next turn the new colony or outpost prompt will appear. The prompt will appear even if that target was taken during travel, to provide an opportunity to select another planet.
17. Technologies


Quote:
"Technology isn't a linear progression. The fact that the Rigelans forced the galaxy to evolve down predetermined paths of their chosing is the greatest crime imaginable." -President Barca, Private Archive

Research is the crux of power in Lord of Rigel. Ignoring research leads to certain defeat. At the end of the first turn, the research director asks the player for a research topic to focus on. Players select research from several categories, and within each category is a "field" of potential research applications for that tech level. Generally, only one application can be researched per field. Uncreative species can not select their application, one is randomly chosen. Creative species gain all applications out of the available topics.

Each field of research in Lord of Rigel is divided into one of eight overall categories:
  • Biology
  • Chemistry
  • Construction
  • Computers
  • Physics
  • Power
  • Social Science
  • Force Fields
Within each category are a number of fields, which are researched sequentially. Within each field is one to four possible applications of that research. To successfully research a field a player must accumulate a certain amount of research points (RPs). Population assigned to science, and certain colony improvements or leaders produce research points. When the amount of accumulated RPs pass the total cost in RPs for a field, the technologies are researched. Technologies not acquired directly though research can be acquired through diplomacy, espionage, ground combat, or leaders.

Technological applications affect different aspects of a player's empire. They are broken down into different types:
  • Achievement: These benefit the entire empire and are applied to all colonies or ships. There are no construction or maintenance costs.
  • Satellite: Once constructed, satellites are in orbit of a colonized planet or may be at the edge of a system. Functions are wide ranging from defense (starbases) to transportation (stargates). These have an initial construction cost and an ongoing maintenance cost.
  • Building: Buildings are constructed on colonies and provide specific bonuses. All buildings have an initial construction cost and an ongoing maintenance cost.
  • Equipment: Weapons, personal shields, armor, and units used for ground combat are classified as equipment. All troops are automatically equipped with the best equipment that has been developed, there are no construction or maintenance costs.
  • Ship: Building new ship classes becomes possible once certain applications have been researched. Some applications are automatically applied to every ship built. Some ships (combat ships) are military designs while others (support ships) provide the basic infrastructure of an empire. Every ship must be built, and requires BCs for maintenance.
  • System: These are optional add-ons to military ships. Most systems are combat oriented (such as weapons). The construction cost of each system is added to the cost of the ship it is installed on and there is not a separate maintenance cost.
  • Hyper Advanced Research: These fields increase the miniaturization levels of all applications in that category and an additional bonus is selected.

Note that certain species traits mean some technologies are not available, Mechanoid species do not research androids or many food production technologies. Lithovore species also do not research many food technologies. Unification governments do not receive technologies that only apply a morale bonus. They can acquire these through trade or espionage.
17.1. Biology
Fields:
  • Astrobiology
  • Advanced Biology
  • Genetic Engineering
  • Environmental Control
  • Directed Niche Construction
  • Directed Evolution
  • Engineered Life
  • Trans-genetics
  • Advanced Ecosystem Engineering
  • Hyper Advanced Biology
17.1.1. Astrobiology

80 RP

Quote:
"Biology only makes sense in the light of evolution, extrasolar biology even more so." -Clarke et al. "Xenobiology First Edition"

Applications:
  • Hydroponic Farm
  • Biosphere
  • Carbon Sequestration
17.1.1.1. Hydroponic Farm
Building

The Hydroponic Farm is an automated, sealed environment in which food is grown, even on otherwise lifeless worlds. The Farm increases the food output of a colony by 2. Costs 1 BC maintenance per turn.
17.1.1.2. Biosphere
Building

Biospheres allow colonies to better control the environmental conditions under which they live, allowing the population to use the less tolerable areas of a planet. This increases the maximum population a planet can hold by 2. Costs 1 BC maintenance per turn.
17.1.1.3. Carbon Sequestration
Achievement

Sequesters carbon and other greenhouse gasses, reducing pollution by 10% on all planets.
17.1.2. Advanced Biology

250 RP

Quote:
"Nature finds similar solutions to similar problems. Sunlight is bountiful, broad surfaces collect it, and height is needed to get over competitors who might take that sunlight first. Which is why 'trees' are on myriad worlds. But under a microscope they'll be more alien than you can imagine." -Ezra Chabon "Hidden Realities"

Applications:
  • Cloning Center
  • Xeno Agriculture
  • Engineered Retrovirus
17.1.2.1. Cloning Center
Building

Cloning Centers allow doctors to easily replace failing or damaged organs with fresh ones grown via stem cells cultured from the patient's own body. The resulting increase in life span boosts population growth in the colony (+ 100M per turn) until the population reaches the planet's maximum population limit. Costs 1 BC maintenance per turn.
17.1.2.2. Xenoagriculture
Building

Xenoagriculture involves the widespread use of nano-machinery and native microbes allows planetary engineers to increase the farmer output by 1 food per turn. This does not function on worlds unable to support food production. Costs 1 BC maintenance per turn.
17.1.2.2. Engineered Retrovirus
System

Engineered Retroviruses are artificial rapidly mutating viruses that relentlessly attack organic life forms. They are so contagious and deadly that invading ships must introduce them into the target planet's atmosphere by orbital bombardment. Each bomb launched has a 10% chance to kill one unit of colonist population. The use of biological weapons causes extreme revulsion in all other races in the game, and a faction's diplomatic status suffers accordingly.
17.1.3. Genetic Engineering

650 RP

Quote:
"Genes are not rote blueprints. You can not simply add a horn to an ocelot. But you could add keratin monomers to reinforce the outer skin…" -Anonymous "The Genomist's Cookbook"

Applications:
  • Telepathic Training
  • Microbiotics
  • Weather Controller
17.1.3.1. Telepathic Training
Achievement

Telepathic Training allows your empire to develop the talents of the naturally telepathic members of your race. As a result, your counterintelligence and espionage forces gain an effectiveness never before possible. This achievement adds +5 to espionage and +10 to planetary mind control defense.
17.1.3.2. Microbiotics
Achievement

Microbiotics enable your scientists to develop genetically engineered microorganisms. The first application of this technology is the creation of entirely new families of disease-fighting compounds that actively attack both infections and tumors directly. They also help sterilize facilities for synthetic mind production. Microbiotics increases the population growth rate of all your colonies by 25% and cuts the effectiveness of Engineered Retroviruses and Nanophages dropped on populations in half.
17.1.3.3. Weather Controller
Building

A Weather Controller modifies a planet's weather patterns to form a more favorable farming climate. Food production is increased by 2 per farmer and does not function on worlds unable to support food production. Costs 2 BC maintenance per turn.
17.1.4. Environmental Control

1150 RP

Quote:
"Once in the ocean of space we realized that the only resource of importance were ecosystems. Each world was a laboratory for evolution and we could learn from each when building our own…" -Bidiis "The Markets of Evolution"

Applications:
  • Subterranean Farms
  • Enhanced Reflexes
  • Myotic Augmentation
17.1.4.1. Subterranean Farm
Building

The Subterranean Farm is an underground cavern system filled with automated agricultural facilities. This increases the food output of a world by 4. Costs 2 BC maintenance per turn.
17.1.4.2. Enhanced Reflexes
Achievement

Breakthroughs in neural processing provide +5 to ship defense.
17.1.4.3. Myotic Augmentation
Equipment

A greater understanding of muscular gene expression results in +5 to ground combat.
17.1.5. Directed Niche Construction

2000 RP

Quote:
"Organisms can change their environment to increase their reproductive success, if we can influence how they do this we can use that to our advantage and shape whole ecosystems." -Cynthia Nasir "Programming Ecologies"

Applications:
  • Terraforming
  • Environmental Genetics
17.1.5.1. Terraforming
Building

Terraforming is a slow process of altering the environmental characteristics of a planet until they closely resemble Terran norms. This changes weather patterns, stabilizes extreme temperature fluctuations, and adjusts the abundance of surface water. Barren worlds become Desert or Tundra, Desert environments become Arid, Tundra planets become Swamp worlds, and Ocean, Arid, and Swamp become Terran. You can terraform a planet several times. Baseline terraforming does not work on Inferno, Dead, Radiated, Terran, or Toxic worlds.
17.1.5.2. Environmental Genetics
Achievement

Adapting biology to planetary environments results in 25% reduced morale penalties from pollution.
17.1.6. Directed Evolution

2750 RP

Quote:
"Think of a battlefield with valleys and mountains. Like a battlefield, this landscape is one of survival. If we deform this landscape to our will, we control shape evolution." -Roktahn "The Eternal Struggle"

Applications:
  • Psionics
  • Heightened Intelligence
  • Reduced Subsistence
17.1.6.1. Psionics
Achievement

Psionics results from a combination of advanced genetic engineering and research into the biological basis of telepathy. It allows an empire to selectively create beings with immense psychic power. These new telepaths can read the mind of any being and, sometimes, even kill by thought. All your empire's spying bonuses are raised by 10. Morale is raised by 10% throughout the empire if your government is a Dictatorship, Imperium, Feudalism, or Confederation.
17.1.6.2. Heightened Intelligence
Achievement

Through genetic algorithms and engineering, the average intelligence of an entire species is substantially improved, increasing the research output of all scientists by 1.
17.1.6.3. Reduced Subsistence
Achievement

Through the use of genetic engineering the required amount of food needed to support an entire species is substantially reduced. Each unit of population consumes 50% less food and industry (if cybernetic or mechanoid) than previously required.
17.1.7. Engineered Life

4500 RP

Quote:
"< we > generated cell membrane\envelope and basepairs. self replicated//adapted. have created life." -G2N4

Applications:
  • Nanophage
  • Universal Antidote
  • Gaia Transformation
17.1.7.1. Gaia Transformation
Achievement

Gaia Transformation introduces genetically engineered microorganisms into a world to create an environment perfectly suited to both plant and animal growth. This advancement allows for Terraformers to be constructed on Terran worlds which converts them to Gaia worlds. Aquatic species convert planets to Ocean worlds.
17.1.7.2. Nanophage
System

The Nanophage is the most advanced and loathsome biochemical weapon ever devised. Its effects are best left to the imagination. Suffice to say that each Nanophage pod launched has a 20% chance of killing one unit of population. The use of biological weapons is considered a transgression of the unwritten laws of civilized behavior, and does serious damage to diplomatic standings with every race in the galaxy.
17.1.7.3. Universal Antidote
Achievement

The Universal Antidote represents a tremendous breakthrough in immunology, increasing the health of organic species and cleaner environments for synthetic ones. It increases the population growth rate of all colonies by 50% and quarters the effects of both Engineered Retroviruses and Nanophages. These bonuses are cumulative with microbiotics.
17.1.8. Trans-genetics

7500 RP

Quote:
"The entire book of life is at our fingertips. Achieving what used to be unimaginable is now not only possible, but is necessary." -Ezra Chabon "New Life"

Applications:
  • Enhanced Xenoagriculture
  • Evolutionary Mutation
17.1.8.1. Enhanced Xenoagriculture
Achievement

Enhanced Xenoagriculture involves the production of a highly adaptive, edible plants that can extract nearly any form of energy from their environment in order to grow. They flourish in any environment, including hard vacuum and radiated worlds, and increases the food output of all planets by 1 food per farmer. On worlds where farming is impossible, it makes farming possible.
17.1.8.2. Evolutionary Mutation
Achievement

Advances in genetic engineering allow you to intentionally direct and accelerate the natural mutation of your race, altering your abilities. When evolutionary genetics is discovered, the player may choose 4 Picks worth of species specials to add to your species characteristics and increases your maximum trait count to 11. They may not change their type of government, choose additional penalties, or reduce any established bonuses.
17.1.9. Advanced Ecosystem Engineering

15000 RP

Quote:
"These strange worlds have vast networks of different species. But it is not any different from Xanthak where one adaptive life form takes on different roles from photosynthesis to building starships. The greatest lesson is in taking the adaptability of our own species and applying it to new life." -Xoxar

Applications:
  • Advanced Terraforming
  • Protomatter Device
17.1.9.1. Advanced Terraforming
Achievement

Advanced terraformers enable the terraforming of Toxic, Inferno, and Dead type to Barren worlds and can only be constructed on those worlds.
17.1.9.2. Protomatter Device
Building

Using a protomatter matrix, this device converts Asteroid Belts into Barren worlds and Gas Giants into Inferno worlds.
17.2. Chemistry
Fields:
  • Fission Chemistry
  • Molecular Metallurgy
  • Advanced Chemistry
  • Molecular Compression
  • Quantum Metallurgy
  • Tachyon Metamaterials
  • Infra-planck Control
  • Stellar Metamaterials
  • Hyper Advanced Chemistry
17.2.1. Fission Chemistry

*All factions begin the game with this field researched.

Quote:
"The heaviest elements are born in the hearts of stars. As these hearts of iron cause a star to die, we must fuel our passions and avoid hardening our hearts in war." -Tuada Fireblade

Applications:
  • Nuclear Missile
  • Standard Fuel Cell
  • Titanium Armor
  • Extended Fuel Tanks
17.2.1.1. Extended Fuel Tanks
System

Extended fuel tanks increase the overall range of a ship by 50%, but at the cost of a considerable amount of space.
17.2.1.2. Nuclear Missile
System

Each Nuclear Missile carries a warhead that inflicts 8 points of damage on the target ship. The standard guidance system in every missile assures a hit, unless the missile is destroyed en route or deflected by a jamming system.
17.2.1.3. Standard Fuel Cell
Ship

The Standard Fuel Cell supplies sufficient energy to propel a ship 4 parsecs.
17.2.1.4. Titanium Armor
Ship

Titanium alloy is standard armor for FTL ships. Without it, interstellar travel is not possible.
17.2.2. Molecular Metallurgy

250 RP

Quote:
"The males tell me they can shape molecules like a line of soldiers. Discipline can forge great materials, for even greater armies to use." -Sslon "Doctrines of Power"

Applications:
  • Deuterium Fuel Cells
  • Duranium Armor
17.2.2.1. Deuterium Fuel Cell
Ship

Deuterium Fuel Cells rely on light elements to supply sufficient energy to propel a ship up to 6 parsecs. These cells are added to all ships as soon as research is completed.
17.2.2.2. Duranium Armor
Ship

Alloyed Duranium Armor increases the structural integrity of ships and strikecraft by 150% and absorbs more damage than Titanium Armor. Furthermore, Duranium alloy used in other equipment adds 10 to all ground troop combat strengths and increases the amount of damage that armored missiles can sustain before being destroyed.
17.2.2.3. Tholon Intermix Chamber
Ship

Tholon crystals are used to regulate warp drive reactions to reduce subspace eddies from nebulas and neutron stars. Reduces neutron star and nebula movement penalties by half for all ships.
17.2.3. Advanced Chemistry

650 RP

Quote:
"From paralytic venom to the earliest cannon, and now merculite explosives, weapons are chemistry. Master chemistry and you will master war." -Tuada Fireblade "23rd Imperial Academy Address"

Applications:
  • Fusion Missile
  • Pollution Processor
  • Tholon Enhanced Thrusters
17.2.3.1. Fusion Missile
System

The Fusion Missile carries a powerful, chemical explosive warhead capable of delivering 14 points of damage on impact. Missiles do not miss unless destroyed or jammed.
17.2.3.2. Pollution Processor
Building

The Pollution Processor is an ungainly but effective system. Closely controlled chemical reactions process factory waste, eliminating most of the toxic byproducts. This facility can process the waste from fully half of the colony's production and reduces the pollution accordingly. Costs 2 BC maintenance per turn.
17.2.3.3. Tholon Enhanced Thrusters
Ship

Missile and strikecraft speeds are increased by 25%. This is automatically applied to all ships.
17.2.4. Molecular Compression

1150 RP

Quote:
"High pressure condensates provide novel approaches to investigate phase transitions in matter. But most importantly, the market applications are beyond astounding." -Bidiis "Natural Laws of Acquisition"

Applications:
  • Iridium Fuel Cells
  • Bussard Scoops
17.2.4.1. Bussard Scoops
System

When installed, Bussard Scoops result in a ship having unlimited fuel range, but with half maximum speed for its drive type when outside of nebulas. Ships with Bussard Scoops have no movement penalties from nebulas.
17.2.4.2. Iridium Fuel Cell
Ship

The Iridium Fuel Cell supplies sufficient energy to propel a ship 9 parsecs. These cells are added to all ships as soon as research is completed.
17.2.5. Quantum Metallurgy

2000 RP

Quote:
"The extremely small, and extremely cold, hold secrets. Ones that once exposed that can be applied." -Xoxar

Applications:
  • Antimatter Missile
  • Zentronium Armor
  • Atmosphere Renewer
17.2.5.1. Antimatter Missile
System

An Antimatter Missile disengages a magnetic bottle containing antimatter to deliver an explosive energy pulse that does 20 points of damage to its target.
17.2.5.2. Atmospheric Renewer
Building

An Atmospheric Renewer eliminates most of the dangerous and irritating particles from the atmosphere of a planet. This effectively cuts out the pollution produced by three-quarters of the industry at a colony. This effect is cumulative with that of the Pollution Processor; if both are in place, only one-eighth of the industry produces pollution. Costs 2 BC maintenance per turn.
17.2.5.3. Zentronium Armor
Ship

Zentronium Armor is engineered using nano-precision instruments to build composite alloys of a complexity not possible by ordinary means. This armor increases the structural integrity of ships and strikecraft by 300% and can absorb much more damage than Duranium. Furthermore, Zentronium body armor adds 15 to the combat strength of all ground troops. Applied to missiles and other systems, this armor increases the amount of damage necessary to destroy the protected device.
17.2.6. Tachyon Metamaterials

4500 RP

Quote:
"Warp fields are a cheat, information still doesn't go faster than light. But then we realized space itself could encode information and be programmed like a material, and space doesn't care about preconceived ideas of what it can and can not do." -Ezra Chabon "The Great Leap"

Applications:
  • Singularity Missile
  • Adamantium Armor
  • Ulidium Fuel Cell
17.2.6.1. Adamantium Armor
Ship

Ultra-dense Adamantium Armor boosts the structural hits of ships and strikecraft by 500%. Naturally, it absorbs more damage than Zentronium Armor, even when installed on missiles. Furthermore, Adamantium-laced armor and shields add 20 to all ground troop combat strengths.
17.2.6.2. Singularity Missile
System

The Singularity Missile carries a naked singularity which unleashes 30 points of damage as it decays.
17.2.6.3. Ulidium Fuel Cell
Ship

Ulidium has the unusual property of generating anti-matter power when bombarded by tholon mediated tachyons. These fuel cells can supply the energy to propel a ship 12 parsecs. These cells are added to all ships as soon as it is researched.
17.2.7. Infra-planck Control

10000 RP

Quote:
"To have complete control at the molecular scale you must have complete control of the atomic, subatomic, and quantum realms. You must have the power of the gods." -Sslon "Doctrines of Power"

Applications:
  • Thorium Fuel Cells
  • Neutronium Armor
  • Regenerative Armor
17.2.7.1. Neutronium Armor
Ship

Neutronium Armor is the strongest available, made from degenerate matter. It increases the structural hits of ships and fighters by 700% and absorbs an incredible amount of damage. Neutronium armored combat systems add 25 to the combat strength of all ground troops.
17.2.7.2. Regenerative Armor
System

Regenerative armor if placed on a ship results in armor regenerating. Between incoming weapon hits armor recharges the hitpoint value of 0.3% of the strongest facing per second.
17.2.7.3. Thorium Fuel Cell
Ship

Thorium Fuel Cells are self-regenerating. These provide unlimited range to ships. These cells are added to all ships as soon as it is researched.
17.2.8. Stellar Metamaterials

15000 RP

Quote:
“Scientists study the world as it is, engineers create the world that never has been.” -Theodore von Karman

Applications:
  • Ringworld
17.2.8.1. Ringworld
Building

Ringworlds can be constructed in a system controlled by one faction. Ringworlds replace the planets in the system. They act as a mineral ultra-rich normal gravity Terran world with a maximum base population of 50.
17.3. Construction
Fields:
  • Engineering
  • Advanced Engineering
  • Advanced Construction
  • Modular Construction
  • Gravitic System Integration
  • Robotics
  • Expert Systems
  • Integrated Systems
  • Advanced Manufacturing
  • Advanced Robotics
  • Nanotechnology
  • Ultra-High Pressure Mechanics
  • Superscale Construction
  • Planetary Engineering
  • Stellar Engineering
  • Hyper Advanced Construction
17.3.1. Engineering

*All factions begin the game with this field researched.

Quote:
"Earth is the cradle of the mind, but one cannot stay in the cradle forever…" -Konstantin Tsiolkovsky

Applications:
  • Colony Base
  • Colony Ship
  • Outpost Ship
  • Cruiser
  • Destroyer
  • Frigate
  • Starbase
  • Troop Transport
17.3.1.1. Colony Base
Building

A Colony Base is the core of any colony. Unless built by a colony ship it must be used in the same star system that it was built on the turn it is completed.
17.3.1.2. Colony Ship
Ship

A Colony Ship is a colony base capable of interstellar travel. It can establish a new colony in any star system. Costs 1 BC maintenance per turn.
17.3.1.3. Cruiser Construction
Ship

Standard starship hull. Cruisers require a Starbase, Battlestation, or Citadel on a planet for construction. Costs 3 BC maintenance per turn.
17.3.1.4. Destroyer Construction
Ship

Versatile starship hull. Destroyers can be constructed on planets without a Starbase. Costs 2 BC maintenance per turn.
17.3.1.5. Frigate Construction
Ship

Frigates are the smallest starship hull. Frigates can be constructed on planets without a Starbase. Costs 1 BC maintenance per turn.
17.3.1.6. Outpost Ship
Ship

Outpost Ships can establish outposts on planets, asteroids, and gas giants. Outposts repair and refuel fleets and provide sensor range. Outpost types provide different economic bonuses. Costs 1 BC maintenance per turn.
17.3.1.7. Starbase
Sateillite

The Starbase is an armed orbital platform used to build and service starships. Starbases add 2 parsecs to the system sensor range, and repair friendly ships in a system each turn. A planet without a Starbase cannot build ships larger than destroyers. A Starbase costs 1 BC in maintenance per turn.
17.3.1.8. Troop Transport
Ship

Each Troop Transport Ship trains and holds four marines to invade enemy planets. Troop Transports can only be built on planets that already have an Armor Barracks. Costs 1 BC maintenance per turn.
17.3.2. Advanced Engineering

80 RP

Quote:
"A hive is only as strong as its weakest towers and bridges. Remember this my children…" -Queen Emerald Blossom

Applications:
  • Fighter Bays
  • Planetary Missile Defense
  • Structural Reinforcement
17.3.2.1. Fighter Bays
System

Fighter Bays allow a ship to carry a squadron of strikecraft, short-range fighters launched during combat fitted with the best available point defense beam weapon.
17.3.2.2. Planetary Missile Defense
Building

The Planetary Missile Defense is an emplacement equipped with a launcher full of the best missiles you have that can fit in 300 space. The base automatically fires to defend the planet against attacking ships. Costs 1 BC maintenance per turn.
17.3.2.3. Structural Reinforcement
System

When installed on a ship, Structural Reinforcement triples the amount of structural damage a ship can sustain before being destroyed.
17.3.3. Modular Construction

250 RP

Quote:
"Each part must be interchangeable, compatible, yet customizable Once the first two are achieved mass production is possible. The third condition requires a return to the artisinal touch of the ancients…" -Biidis "Natural Laws of Acquisition"

Applications:
  • Battle Pods
  • Escape Pods
  • Troop Pods
17.3.3.1. Battle Pods
System

Battle Pods are bays that add equipment space without increasing the hull size class. For a substantial increase construction cost, these allow you to fit more systems in a ship.
17.3.3.2. Escape Pods
System

Escape Pods can sustain living beings for an indefinite period. If a ship is destroyed but at least one ship in the same fleet survives, Escape Pods allow the crew on board to survive and be rescued by surviving ships. This results in their combat experience being divided between the surviving fleet. Escape pods also reduce the chance of leaders being killed when a capital or homeworld is destroyed or captured.
17.3.3.3. Troop Pods
System

Troop Pods house detachments of space marines that can be used to invade planets. Each troop pod holds 4 marines for ground combat. Marine units are replenished at the end of each turn.
17.3.4. Gravitic Systems Integration

400 RP

Quote:
"What goes up, is going to stay up." -Ezra Chabon "The Great Leap"

Applications:
  • Battleship Construction
  • Hardened Structures
  • Mechanized Garrison
17.3.4.1. Battleship Construction
Ship

Unlocks Battleship class ships for construction. Battleships can only be constructed at colonies with a Starbase, Battlestation, or Citadel. Costs 4 BC maintenance per turn.
17.3.4.2. Hardened Structures
Achievement

Hardens structures to orbital bombardment. Increases the hitpoints of all buildings by 25%.
17.3.4.3. Mechanized Garrison
Building

Mechanized Garrisons allow a colony to train and maintain heavy hovertank battalions and removes government morale penalties. When built, it produces 2 units, and another unit every 10 turns, up to a maximum equal to one-quarter the current population of the colony or a quarter of the planet's maximum population, whichever is less. Costs 1 BC maintenance per turn.
17.3.5. Robotics

650 RP

Quote:
"Keep it simple. Keep it dumb. Or you'll be under the robot's thumb." -Unattributed children's rhyme.

Applications:
  • Battlestation
  • Enhanced Light Hovertanks
  • Robotic Mining Plant
17.3.5.1. Battlestation
Satellite

The Battlestation is a more heavily armed version of the Starbase. Battlestations add 4 parsecs to the system sensor range, adds +10 ship attack to friendly ships in combat, and repair friendly ships in a system each turn. It replaces a Starbase. Costs 2 BC maintenance per turn.
17.3.5.2. Enhanced Light Hovertanks
Equipment

Upgrades Light Hovertank units to Enhanced Light Hovertanks have a bonus of 10 added to their combat rating and take 1 extra hit to kill.
17.3.5.3. Robotic Mining Plant
Building

The robotic mining equipment in a Robotic Mining Plant automates many difficult and dangerous tasks, dramatically increasing the productivity of industrial workers. The plant adds 2 production to the output of each population unit doing industrial work and 10 production to the colony as a whole. Costs 2 BC maintenance per turn.
17.3.6. Expert Systems

900 RP

Quote:
"Who is the true master? Your mind and the tools it makes or the meat that secretes hormones? The flesh has been shaped by evolution and should not be ignored, but we can become so much more…" -Dominar Kirsus "The End of Flesh"

Applications:
  • Fast Rack Missiles
  • Advanced Damage Control
  • Fleet Anchorage
17.3.6.1. Advanced Damage Control
Achievement

Advanced Damage Control becomes an integral part of the design of every ship as soon as it is researched. The ADC unit repairs a ship completely after every battle.
17.3.6.2. Fast Rack Missiles
System

Fast Rack Missiles allow a ship to fire two volleys of missiles at once, but doubles the cooldown rate. This does not affect torpedoes.
17.3.6.3. Fleet Anchorage
Achievement

Enables Outpost ships to construct Fleet Anchorages. Each Fleet Anchorage costs 1 BC in maintenance but reduces fleet maintenance costs by 0.25%.
17.3.7. Integrated Systems

1150 RP

Quote:
“The munitions factory was more efficient once we claimed those dying of radiation sickness had an honorable death. Society, technology, and will to power must all be integrated for the glory of the Emperor” -Roktahn “Will of the Emperor”

Applications:
  • Enhanced Heavy Hovertanks
  • Planetary Defense Batteries
  • Breaching Pod
17.3.7.1. Enhanced Heavy Hovertanks
Equipment

Allows Mechanized Garrisons to build and support Enhanced Heavy Hovertanks. Enhanced Heavy Hovertanks have an additional 10 ground combat rating and take 3 hits to destroy.
17.3.7.2. Planetary Defense Battery
Building

Planetary Defense Batteries are planet-based beam weapon installations. This building contains 12 Heavy Mount and 12 Point Defense versions of your best available beam weapons. A planetary defense battery costs 2 BC in maintenance each turn.
17.3.7.3. Breaching Pod
System

Breaching Pods allow a ship to carry short range boarding craft with raiding crews that deploy charges. The damage is based on your best available bomb modified by ground attack bonuses and pierces armor and shields.
17.3.8. Advanced Manufacturing

1500 RP

Quote:
"Moving industries off of our worlds fully is the next step. The microgravity of orbital facilities provide opportunities not possible even with artificial gravity fields…" -Ezra Chabon "The Great Leap"

Applications:
  • Automated Damage Control
  • Extreme Environment Infrastructure
  • Recyclotron

17.3.8.1. Automated Damage Control
System

Automated Damage Control repairs a ship during combat. Each second, this system takes a number of points equal to 1% the ship's armor and structural damage and restores that number of points, first to the ship's structure, then any leftover is applied to the armor. The unit also repairs 0.5% of the damage to the ship's internal systems (engines, weapons, and shields) each turn of combat. In addition, any ship equipped with an Automated Repair Unit is completely repaired after every battle.
17.3.8.2. Extreme Environment Infrastructure
Achievement

Enhancements in engineering for extreme environments reduces building maintenance penalties from planet climate type by 25%.
17.3.8.3. Recyclotron
Building

The Recyclotron is the most advanced form of recycling; it allows complete reclamation and reuse of every form of matter. Each unit of population generates 1 industrial production. This increased production does not count towards pollution. Costs 2 BC maintenance per turn.
17.3.9. Advanced Robotics

2000 RP

Quote:
"The Zeroth Law: A robot may not harm humanity, or, by inaction, allow humanity to come to harm.” -Isaac Asimov

Applications:
  • Fleet Yards
  • Robotic Factory
  • Bomber Bays

17.3.9.1. Fleet Yards
Achievement

Reduces construction cost of combat ships by 5%.
17.3.9.2. Robotic Factory
Building

Robotic Factories use self-repairing robotic systems and generates its own replacement parts and machinery. This adds to the colony's output according to the minerals available: +5 on Ultra Poor worlds, +8 for Poor, +10 for Average, +12 on Abundant planets, +15 for Rich, and +20 on Ultra Rich worlds. Costs 2 BC maintenance per turn.
17.3.9.3. Bomber Bays
System

Bomber Bays allow for bombers to be fitted on ships. Bombers are strikecraft that fire the best available bomb technology at close range at target ships.
17.3.10. Nanotechnology

2750 RP

Quote:
"All difficult things have their origin in that which is easy, and great things in that which is small." -Lao Tzu

Applications:
  • Maintenance Logistics
  • Nanite Construction
  • Nano Disassemblers
17.3.10.1. Maintenance Logistics
Achievement

Building maintenance costs are reduced by 5%.
17.3.10.2. Nanite Construction
Achievement

Nanite Construction proceeds using microscopic nano-machines to construct buildings and ships. This results in the use of less material overall, but the same strength and durability of structures. This achievement increases the output of all of an empire's industrial workers by 1 production per turn each.
17.3.10.3. Nano Disassemblers
Achievement

Nano Disassemblers are microscopic machines designed to seek out and break down environmental contaminants with amazing speed and precision. The introduction of the Nano Disassemblers into your colonial environments doubles the planet's inherent pollution tolerance.
17.3.11. Ultra High Pressure Mechanics

4500 RP

Quote:
"Below the crust of the deepest sea trenches lies a discontinuity that has been the greatest engineering challenge we have ever faced. But the rewards of breaking into the mantle are beyond imagination." -Biidis "Natural Laws of Acquisition"

Applications:
  • Core Mine
  • Core Waste Dump
  • Heavy Strikecraft
17.3.11.1. Deep Core Mine
Building

The Deep Core Mine uses advanced structural engineering techniques allow miners to build stable tunnels extending deep into the planet, sometimes even into the core. This increases the productivity of each worker unit by 3 production and the colony by 15. Costs 3 BC in maintenance each turn.
17.3.11.2. Core Waste Dump
Building

The Core Waste Dump places pollutants below the mohorovicic discontinuity of a planet. A core waste dump removes 90% of the pollution on a planet. Costs 3 BC maintenance per turn.
17.3.11.3. Heavy Strikecraft
System

Allows heavy strikecraft to be fitted on ships. Heavy stikecraft fire the best available normal mount beam weapon at close range at target ships.
17.3.12. Superscale Construction

7500 RP

Quote:
"THE GREATEST WORKS BEGIN FROM THE SMALLEST SEED." -Facet Chejasi

Applications:
  • Advanced Planetary Planning
  • Planetary Minefield
  • Titan Construction
17.3.12.1. Advanced Planetary Planning
Achievement

With advanced planning techniques, designers can avoid many of the pitfalls of colony organization and overbuilding. The improvements in organization increase the maximum population limit for every planet in the empire by 5 population units.
17.3.12.2. Planetary Minefield
Satellite

Constructs a minefield in orbit of a planet. Each mine does damage equivalent to the best available bomb technology when in proximity to a ship in combat. The minefield costs 1000 BC to construct and requires 3 BC in maintenance each turn.
17.3.12.3. Titan Construction
Ship.

The Titan class of starship is gigantic in proportion to other ships, and requires advanced engineering techniques both to construct and to integrate the numerous ship systems. This technology allows a player's orbital platforms to build Titan size ships. Titans can only be constructed at planets with a Starbase, Battlestation, or Citadel. Costs 5 BCs maintenance per turn.
17.3.13. Planetary Engineering

15000 RP

Quote:
"Constructing a shell of tritanium, placing gravity well generators, and a thin layer of rock is the easy part. But to truly create a world one can call home takes time. Time to create a connection and sense of place." -President Harrison "Dreams of No Place"

Applications:
  • Advanced Fleet Logistics
  • Artificial Planet
  • Citadel
17.3.13.1. Advanced Fleet Logistics
Achievement

Reduces fleet maintenance costs by 10%.
17.3.13.2. Artificial Planet
Building

Constructs an artificial planet in the system, if an empty orbit is available. One artificial planet is able to be constructed per system. Artificial planets are huge, mineral poor, worlds with the Construct climate.
17.3.13.3. Citadel
Satellite

A Citadel is the size of a small moon. Citadels add 6 parsecs to the system sensor range, add +20 ship attack to friendly ships in combat, and repair friendly ships in a system each turn. It replaces a Starbase or Battlestation. Costs 3 BC maintenance per turn.
17.3.14. Stellar Engineering

20000 RP

Quote:
"A good scientist is a person with original ideas. A good engineer is a person who makes a design that works with as few ideas as possible.” -Freeman Dyson

Applications:
  • Behemoth Construction
  • Dyson Sphere
17.3.14.1. Behemoth Construction
Ship

Behemoth class starships are the largest spacefaring vessels ever constructed. This technology allows a player's orbital platforms to build Behemoth size ships. Behemoth can only be constructed at planets with a Starbase, Battlestation, or Citadel. Behemoth class ships require 6 BCs in maintenance per turn.
17.3.14.2. Dyson Sphere
Building

Dyson Spheres can be constructed in a system controlled by one faction. Dyson Spheres replace the planets in the system. They act as a mineral average normal gravity Gaia world with a maximum base population of 100.
17.4. Computers
Fields:
  • Electronics
  • Optical Computing
  • Neural Mapping
  • Positronics
  • Artificial Consciousness
  • Isotronics
  • Applied Positronics
  • Galactic Networking
  • Infraplanck Computing
  • Hyper Advanced Computers
17.4.1. Electronics

*All factions begin the game with this field researched.

Quote:
"Eventually we begin to hit physical limits as we scale transistors to the quantum realm. Our greatest enemy heat- entropy- the eventual death of us all." -Ezra Chabon "The Great Leap"

Applications:
  • Electronic Computer
17.4.1.1. Electronic Computer
Ship

The basic Electronic Computer directs all starship beam weapon fire. Increases the chance a beam weapon will hit by +25. These computers are automatically equipped on all ships. Should the computer be damaged or destroyed, the ship will lose this bonus.
17.4.2. Optical Computing

150 RP

Quote:
"A photon experiences no time and always follows the shortest path. It follows that efficient optical computing will be the end of history. There can be no more advancement." -Cynthia Nasir "The End of Computing"

Applications:
  • Optical Computer
  • Research Laboratory
  • Resolute Guidance System
17.4.2.1. Optical Computer
Ship

The Optical Computer incorporates optical circuit technologies to increase processing speed to the speed of light. Increases the chance a beam weapon will hit by +50. These computers are automatically equipped on all ships. Should the computer be damaged or destroyed, the ship will lose this bonus.
17.4.2.2. Research Laboratory
Building

The Research Laboratory houses state-of-the-art computer equipment, creating a superior research environment. It adds 5 RP to the colony and provides a 1 RP bonus to each scientist. Costs 1 BC maintenance per turn.
17.4.2.3. Resolute Guidance System
Ship

All missile and torpedo weapons can seek new targets if their original target has been destroyed or they miss their first target. When acquiring a second target missiles have a second to-hit roll. This upgrade is applied immediately to all ships.
17.4.3. Neural Mapping

400 RP

Quote:
"The mind emerges from the substrate of a physical brain and the relations formed in its network of synapses and chemicals. The dualism and mysticism of the past has no empirical basis. That without basis has no place in the new order." -Dominar Kirsus "The End of Flesh"

Applications:
  • Adaptive Scanners
  • Neural Scanner
  • Starbase Interferometer
17.4.3.1. Adaptive Scanners
System

Advanced scanners add +50 to missile hit on any ship they are installed on.
17.4.3.2. Neural Scanner
Achievement

With improved data processing methods, the pathways of the brain can be mapped and analyzed in situ. The development of the Neural Scanner provides a nearly perfect lie detector. This device is used by spies to elicit information, providing a +10 bonus to espionage.
17.4.3.3. Starbase Interferometer
Achievement

Advanced telescopes, laboratories, and direct neural interfaces add +2 RP for each Starbase, +4 RP for each Battlestation, and +6 RP for each Citadel.
17.4.4. Positronics

900 RP

Quote:
"The sentient mind is an amazing thing to model. We modeled it with our bodies long ago, but now we recreate it with our tools." -Xoxar

Applications:
  • Holographic Center
  • Planetary Supercomputer
  • Positronic Computer

17.4.4.1. Holographic Center
Building

The Holographic Center creates realistic 3-D images using holographic projectors. This gives overworked populations the chance to experience relaxing and fantastic environments and interactions. The Holographic Center increases a planet's morale by 20%. Costs 2 BC maintenance per turn.
17.4.4.2. Planetary Supercomputer
Building

The Planetary Supercomputer supplies researchers with a vastly improved ability to coordinate and analyze immense amounts of information, and provides a superior means of communication between researchers. This increases the research points each scientist generates by 2 per turn and adds 10 to the colony's total. Costs 2 BC maintenance per turn.
17.4.4.3. Positronic Computer
Ship

The Positronic Computer is a marked advancement in emergent sophont processing. Increases the chance a beam weapon will hit by +75. These computers are automatically equipped on all ships. Should the computer be damaged or destroyed, the ship will lose this bonus.
17.4.5. Artificial Conciousness

1500 RP

Quote:
"Why do we subscribe to biological exceptionalism? A mind engineered to our specifications lacks the imposed limitations of natural selection. Just as we improved our frail bodies with enhancements we can embrace the end of flesh and become beings of pure thought." -Dominar Kirsus "The End of Flesh"

Applications:
  • Emissions Guidance System
  • Ranged Firing Solution
  • Virtual Security Link
17.4.5.1. Emissions Guidance
System

Emissions guidance allows missiles to track and target the waste energy from a vehicle's drive. If such a missile penetrates the ship's shields to inflict damage, it does all its damage directly to the target's engines. (missile mod)
17.4.5.2. Ranged Firing Solution
System

The Ranged Firing Solution Unit corrects for long-range targeting inaccuracies in beam weapons, reducing the absolute range (which is used to compute accuracy and to hit penalties) to one-third of the actual range. Note that the dissipation of damage potential is not affected by this system.
17.4.5.3. Virtual Security Link
Achievement

The Virtual Security Link provides your populations with a direct mental link to their computers. This device allows your spies to circumvent enemy automated security systems, adding +10 to espionage.
17.4.6. Isotronics

2750 RP

Quote:
"The ultimate limit to computing is the speed of information, the speed of light. The speed of light in a vacuum is the ultimate speed limit. Light always travels the shortest path through space. So what if we change the nature of space?" -Cynthia Nasir "The End of Computing"

Applications:
  • Autolab
  • Structural Analyzer
  • Isotronic Computer
17.4.6.1. Autolab
Building

The Autolab is a completely automated research facility that operates under computer control, generating 30 research points per turn. Costs 3 BC maintenance per turn.
17.4.6.2. Isotronic Computer
The Isotronic Computer uses a neural net similar to a biological brain. It is capable of quickly learning and adapting. Increases the chance a beam weapon will hit by +100. These computers are automatically equipped on all ships. Should the computer be damaged or destroyed, the ship will lose this bonus.
17.4.6.3. Structural Analyzer
System

The Structural Analyzer links the ship's weapons array to a powerful computer that chooses target points on an enemy vessel where the structure is weakest. Doubles all beam weapon damage penetrating shields.
17.4.7. Applied Positronics

3500 RP

Quote:
"< self > reflection\assessment determines < creators > used sub-optimal specifications in < our > creation. < we > must rectify this oversight." -G2N4

Applications:
  • Android Farmers
  • Android Scientists
  • Android Workers
17.4.7.1. Android Farmers
Achievement

Android farmers are designed specifically for farming careers. They do not receive any species bonuses, but have a +3 food bonus. They require no food, but must be maintained with 1 unit of production each. Androids are unaffected by morale, do not generate income, and cannot be taxed. Costs 1 production per turn. Mechanoid species can not produce or research androids.
17.4.7.2. Android Scientists
Achievement

Android Scientists are designed specifically for research careers. They do not receive any species bonuses, but have a +3 research bonus. They require no food, but must be maintained with 1 unit of production each. Androids are unaffected by morale, do not generate income, and cannot be taxed. Costs 1 production per turn. Mechanoid species can not produce or research androids.
17.4.7.3. Android Workers
Achievement

Android Workers are designed specifically for factory careers. They do not receive any species bonuses, but have a +3 production bonus. They require no food, but must be maintained with 1 unit of production each. Androids are unaffected by morale, do not generate income, and cannot be taxed. Costs 1 production per turn. Mechanoid species can not produce or research androids.
17.4.8. Galactic Networking

4500 RP

Quote:
"The hive we imagine is one without borders, without end. Where all share equally in labor, joy, and grief." -Queen Emerald Blossom

Applications:
  • Galactic Holonet
  • Multitronic Intelligence Module
  • Virtual Reality Network
17.4.8.1. Galactic Holonet
Building

The Galactic Holonet provides nearly instantaneous galaxy-wide communications allow the accelerated exchange of information and ideas, greatly enhancing the research capabilities of scientists. The research point output of all scientist population units in the colony is increased by 3 and that of the colony as a whole by 15. Costs 3 BC maintenance per turn.
17.4.8.2. Multitronic Module
System

When installed on a ship it grants the 'crew' Veteran experience, but has 20% less ship attack and ship defense than a standard veteran crew and does not gain additional experience.
17.4.8.3. Virtual Reality Network
Achievement

The Virtual Reality Network creates an empire-wide web of communications through which individuals can tap into computer-generated alternate realities. The existence of this network increases morale by 20% in every colony throughout the entire empire.
17.4.9. Infraplanck Computing

6000 RP

Quote:
"As our knowledge grew the tiniest scales of the universe continued. Molecules yielded to atoms, atoms to particles, and even these 'fundamental' particles were strings. Eventually we realized the hidden spatial dimensions below even the deepest scales." -Ezra Chabon "Hidden Realities"

Applications:
  • Critical Targeting Unit
  • Pleasure Dome
  • Quantum Computer
17.4.9.1. Critical Targeting Unit
System

This targeting analysis tool quick-searches scanner data to find weak points in an enemy ship's structure. The weapons on a ship with a Critical Targeting Unit ignore armor.
17.4.9.2. Pleasure Dome
Building

A Pleasure Dome is the ultimate in virtual holographic entertainment, creating completely immersive environments. A Pleasure Dome increases colony morale by 30%. Costs 3 BC maintenance per turn.
17.4.9.3. Quantum Computer
Ship

The Quantum Computer stores information in the form of arrays of forced q-bit states inside custom-built particles. Thanks to the nature of quantum interactions, even the most complex processing task is almost instantaneous. Increases the chance a beam weapon will hit by +125. These computers are automatically equipped on all ships. Should the computer be damaged or destroyed, the ship will lose this bonus.
17.5. Physics
Fields:
  • Nuclear Physics
  • Inertial Confinement
  • Fusion Physics
  • Tachyon Physics
  • Neutron Coalescence
  • Graviton Control
  • Subspace Physics
  • Multiphased Mechanics
  • Plasma Confinement
  • Multidimensional Physics
  • Hyperdimensional Physics
  • Temporal Mechanics
  • Hyper Advanced Physics
17.5.1. Nuclear Physics

*All factions begin the game with this field researched.

Quote:
"The insights from the Rigelan probe changed everything and nothing. The tree of diverse hypotheses became pruned to one theory. But most importantly we gained the means to apply that theory." -Ezra Chabon "The Great Leap"

Applications:
  • Directed Energy Weapons
  • Kinetic Energy Weapons
  • Standard Scanner
17.5.1.1. Directed Energy Weapons
Equipment

Directed Energy Weapons research provides lasers that function within an atmosphere for ground units, increasing the combat rating of ground troops and armor by 5. This bonus is replaced by, not cumulative with, those from more advanced ground weapons.
17.5.1.2. Kinetic Energy Weapons
System

Kinetic Energy Weapons are "slugthrowers" that deliver 1-2 points of damage and are effective at long ranges.
17.5.1.3. Standard Scanner
Achievement

Standard Scanners are used by all colonies, outposts, and ships to detect enemy ships in nearby volumes of hyperspace. Standard Scanners can detect a Small ship at a range of 1 parsec. Ships create hyperspace wakes according to their size, and thus larger ships can be detected from farther away: Destroyer +1 parsec, Cruiser +2, Battleship +3, Titan +4, and Behemoth +5.
17.5.2. Intertial Confinement

80 RP

Quote:
"When the reaction stabilized the plasma within the torus was a thing of beauty. The magnetic fields hummed and sang like the queen sang to me in the egg." -Topaz Chrysanthemum

Applications:
  • Anti-missile Rockets
  • Fusion Cannon
  • Laser Cannon

17.5.2.1. Anti-Missile Rockets
System

Anti-Missile Rockets are designed to intercept and destroy incoming missiles and strikecraft. They are a point defense system with ammunition and will destroy incoming targets.
17.5.2.2. Fusion Cannon
System

The Fusion Cannon harnesses the radioactive output of a hyper-stimulated breeder reactor to project a collimated stream of charged particles, inflicting 2-6 points of damage. Fusion Cannons are most effective at short range.
17.5.2.3. Laser Cannon
System

Laser Cannons deliver highly focused, coherent beams of light that deliver 1-4 points of damage and are effective at long ranges.
17.5.3. Fusion Physics

150 RP

Quote:
"The wakes our leviathan like elders leave in their deep sea journeys are an excellent metaphor for the wakes left by mass in hyperspace." Biidis "The Hyperspace Economy"

Applications:
  • Micro Fusion Cores
  • Sector Scanner
  • Warp Amplifier
17.5.3.1. Micro Fusion Cores
Equipment

Micro Fusion Cores allow for more concentrated firepower in ground based energy weapons that increases the combat rating of ground troops and armor by 10. This bonus is replaced by, not cumulative with, those from more advanced ground weapons.
17.5.3.2. Sector Scanner
Achievement

Sector Scanners are used by all colonies, outposts, and ships to detect enemy ships in nearby volumes of hyperspace. Sector Scanners can detect a Small ship at a range of 3 parsecs. Ships create hyperspace wakes according to their size, so larger ships can be detected from farther away: Destroyer +1 parsec, Cruiser +2, Battleship +3, Titan +4, and Behemoth +5.
17.5.3.3. Warp Amplifier
Satellite

The Warp Amplifier gives ships a +1 parsec/turn speed bonus within 5 parsecs of the colony it is constructed at. Only one Warp Amplifier can be constructed per star system. Costs 1 BC maintenance per turn.
17.5.4. Tachyon Physics

400 RP

Quote:
"The male told me of my murder before it happened. The fool claimed to have seen a signal in the tachyon detector before even constructing the emitter. The liars were eliminated and new males found for the laboratory." -Last Journal Entry of Overseer Thssar

Applications:
  • Tachyon Communications
  • Tachyon Scanner
  • Tactical Scanner
17.5.4.1. Tachyon Communications
Achievement

Tachyon relay stations are integrated into every Starbase, Battlestation, and Citadel. These emit coherent signals capable of penetrating a short distance into hyperspace. Tachyon Communications allows orders to be issued ships traveling through hyperspace within 3 parsecs.
17.5.4.2. Tachyon Scanners
Tachyon Scanners detect the disturbances in the gravitic characteristics of normal space caused by the passage of ships traveling through hyperspace. Tachyon Scanners can detect a Small ship at a range of 4 parsecs. Ships create hyperspace wakes according to their size, so larger ships can be detected from farther away: Destroyer +1 parsec, Cruiser +2, Battleship +3, Titan +4, and Behemoth +5. Tachyon Scanners installed in ships also reduce the effectiveness of enemy missile jamming systems, lowering the target's Missile Evasion by 20.
17.5.4.3. Tactical Scanner
System

The Tactical Scanner involves a complex scanning array linked to a ship's targeting computers. The scanner increases the ship's chance to hit with beam weapons by 50. This is automatically installed on all Starbases, Battlestations, and Citadels once researched.
17.5.5. Neutron Coalescence

900 RP

Quote:
"Complete understanding of your enemy is the key to their defeat. Complete understanding of the fundamental blocks of the universe then provide us the key to its demise and ultimate power." -Roktahn “Will of the Emperor”

Applications:
  • Neutron Cannon
  • Neutron Scanner
  • Neutron Shielding
17.5.5.1. Neutron Cannon
System

The Neutron Cannon fires an intense beam of lethal radiation. It inflicts 3-12 points of damage per hit. The hard radiation from Neutron Blaster shots that penetrate the target ship effect computers reduces the target's ship attack rating by 0.5 for every point of structural or internal damage done until the end of combat.
17.5.5.2. Neutron Scanner
Achievement

Neutron Scanners analyze disturbances in the galaxy's background neutron radiation caused by the passage of ships traveling through hyperspace. Neutron Scanners can detect a Small ship at a range of 6 parsecs. Ships create hyperspace wakes according to their size, so larger ships can be detected from farther away: Destroyer +1 parsec, Cruiser +2, Battleship +3, Titan +4, and Behemoth +5. Neutron Scanners also reduce the effectiveness of enemy missile jamming systems, lowering Missile Evasion by 40.
17.5.5.3. Neutron Shielding
System

Neutron Shielding hardens ship internal systems to radiation, tripling ship internals when installed.
17.5.6. Graviton Control

1150 RP

Quote:
“Control is the key to victory. Control of mind, matter, and place. The advances of recent years only contribute to control of matter and place, and we must not forget that.” -Tuada Fireblade

Applications:
  • Graviton Beam
  • Planetary Gravity Generator
  • Tractor Beam

17.5.6.1. Graviton Cannon
System

The Graviton Cannon fires a series of artificially generated gravity waves that simultaneously push and pull at the target ship with immense force, literally tearing it apart with tidal flux. The weapon inflicts 3-15 points of damage with a 200% bonus to structural damage.
17.5.6.2. Planetary Gravity Generator
Building

Planetary Gravity Generators create artificial gravity to normalize a planet's pull within the Normal-G gravity range. The generators eliminate any negative effects of Low- and Heavy-G planetary environments. For Low-G or High-G species normal is converting the planet to Low-G or High-G. Costs 2 BC in maintenance per turn.
17.5.6.3. Tractor Beam
System

The Tractor Beam projects a powerful, localized gravitic field capable of slowing a single enemy ship or holding it in place. Each beam can trap a Small ship or slow a larger one (in proportion to its size). A slowed or trapped ship can move or turn only according to its new speed, and any speed-related defensive bonuses are lessened. Motionless ships can not retreat.
17.5.7. Subspace Physics

1500 RP

Quote:
“An integral part of the space-time continuum, subspace is distinct yet coterminous with normal space. They influence each other in ways we are still beginning to unravel...” -Ezra Chabon “The End of Physics”

Applications:
  • Atmospheric Phasing
  • Subspace Communications
  • Subspace Conduit
17.5.7.1. Atmospheric Phasing
Equipment

Atmospheric Phasing partially phases ground based weapons into subspace to eliminate the scattering caused by atmospheres. This increases the combat rating of ground troops and armor by 20. This bonus is replaced by, not cumulative with, those from more advanced ground weapons.
17.5.7.2. Subspace Communications
Achievement

Subspace Communications are a substantial improvement over tachyon relays and are integrated into every Starbase, Battlestation, and Citadel. Subspace Communications allows orders to be issued ships traveling through hyperspace within 6 parsecs.
17.5.7.3. Subspace Conduit
Satellite

The Subspace Conduit gives ships a +2 parsec/turn speed bonus within 10 parsecs of the colony it is constructed at. Only one Subspace Conduit can be constructed per star system and replaces Warp Amplifiers. Costs 2 BC maintenance per turn.
17.5.8. Multiphased Mechanics

2000 RP

Quote:
"< we > note scalar\tensor decoherence with introduction//application of heteromorphic subspace topology. Loss//destruction of < facility > was a necessary//acceptable loss." -G2N4

Applications:
  • Disruptor Cannon
  • Improved Energy Weapons
17.5.8.1. Disruptor Cannon
System

The Disruptor Cannon fires intense bolts of energy phased in such a way as to disrupt the molecular cohesion of the target, inflicting 40 points of damage. Disruptor Cannons inflict twice normal damage to shields, but half to armor, structure, and internals. The beam's cohesion is so great that this damage is not reduced by range penalties.
17.5.8.2. Improved Energy Weapons
Ship

Improved energy weapons triples the damage of lasers and fusion cannons. This is immediately applied to all ships.
17.5.9. Plasma Confinement

3500 RP

Quote:
"The stream shifted as if it had a mind of its own, yet was fluid and formless. It was familiar and comforting to see our true selves in nature." -Xoxar

Applications:
  • Plasma Cannon
  • Plasma Flare Projector
  • Plasma Microconfinement
17.5.9.1. Plasma Cannon
System

The Plasma Cannon fires a tremendous blast of plasma that inflicts 6-20 damage. After hitting a target, plasma cannons do an additional 2 damage each second for 5 seconds Unfortunately, this volatile beam has poor cohesion and dissipates rapidly, resulting in double range penalties for damage.
17.5.9.2. Plasma Flare Projector
System

The Plasma Flare Projector fires a long range bolt of plasma that inflicts 12-40 damage for 10 seconds over an area of effect. This weapon has double range penalties for damage, and a slow firing rate.
17.5.9.3. Plasma Microconfinement
Equipment

Plasma Microconfinement allows for more powerful ground based weapon power cores, increasing the combat rating of ground troops and armor by 30. This bonus is replaces less advanced ground weapons.
17.5.10. Multidimensional Physics

4500 RP

Quote:
"Is there a dimension where the Emperor failed? Where other clans were ascendant? Am I a researcher there, questioning the nature of that reality? Such dark thoughts are useless…" -Roktahn, Personal Effects

Applications:
  • Subspace Detection Net
  • Subspace Drive Injectors
17.5.10.1. Subspace Detection Net
Achievement

A Subspace Detection Net has a percent chance each turn to detect a stealth or cloaked ship around all colonies. Larger ships are more easily detected. Once a ship has been detected, it remains detected until it has left the range of all friendly sensors.
17.5.10.2. Subspace Drive Injector
System

This system enhances the subspace manifolds of ship drives, adding +1 parsec/turn to ship strategic speed.
17.5.11. Hyperdimensional Physics

6000 RP

Quote:
"The infinite is ahead of us. Are you prepared?" -President Harrison "Dreams of No Place"

Applications:
  • Hyperspace Communications
  • Hyperspace Navigation
  • Sensors
17.5.11.1. Hyperspace Communications
Achievement

Hyperspace Communications allows for communication with and give orders to any ships in hyperspace, no matter what their distance from relay stations.
17.5.11.2. Hyperspace Navigation
System

Movement penalties from black holes, nebulas, and neutron stars are ignored by all ships with this system installed.
17.5.11.3. Sensors
Achievement

Sensors provide extremely accurate scans and analysis of disturbances in both normalspace and hyperspace, and thus are capable of detecting ships at great distances. Sensors can detect a Small ship at a range of 8 parsecs. Ships create hyperspace wakes according to their size, so larger ships can be detected from farther away: Destroyer +1 parsec, Cruiser +2, Battleship +3, Titan +4, and Behemoth +5. Sensors also reduce the effectiveness of enemy missile jamming systems, lowering Missile Evasion by 70.
17.5.12. Wormhole Mechanics

15000 RP

Quote:
"Where ever you are going, there you are…" -Graffiti on Sol Stargate

Applications:
  • Phase Transit Cannon
  • Stargate
17.5.12.1. Phase Transit Cannon
System

The Phase Transit Cannon produces unimaginable amounts of energy from a femtometer hyperspace geometry intrusion. It is a large, spinal mount, energy weapon dealing 1,500 damage with a single shot, and does not have damage penalties by range. The ship mounted version can destroy a planet, scattering its mass. This application also yields a planet mounted defense version.
17.5.12.2. Stargate
Satellite

A Stargate allows for ships to arrive at any system within range on the next turn. One stargate can be constructed per star system. This replaces the warp amplifier and subspace conduit. Only one can be constructed per star system. Costs 3 BC maintenance per turn.
17.6. Power
Fields:
  • Nuclear Fission
  • Muon Catalyzed Fusion
  • Ionization Cascades
  • Antimatter Reactions
  • Matter-Energy Conversion
  • High Energy Distribution
  • Hyperdimensional Dynamics
  • Transdimensional Phasing
  • Hyper Advanced Power
17.6.1. Nuclear Fission

*All factions begin the game with this field researched.

Quote:
"The bomb provided limitless power. Splitting the atom turned out defeats into victories. All were forced to kneel and sheathe their claws." -Kharhak "Personal Journal of the Scarlet Emperor"

Applications:
  • Nuclear Bomb
  • Nuclear Drive
17.6.1.1. Nuclear Bomb
System

Nuclear Bombs are high-yield fission devices used to devastate planetary surfaces. Each bomb inflicts 3-12 points of damage on ground forces, population, and colony buildings.
17.6.1.2. Nuclear Drive
Ship

The Nuclear Drive is the slowest of the faster than light (FTL) propulsion systems. It relies on the inefficient fission of heavy nuclei to move a ship between the stars at a rate of 2 parsecs per turn.
17.6.2. Muon Catalyzed Fusion

250 RP

Quote:
"To harness the power of a star…. But containment was always at a knife's edge. The Duchess knew that all too well…" -Tuada Fireblade "The Night of the Sun"

Applications:
  • Fusion Bomb
  • Fusion Drive
  • Tactical Engines
17.6.2.1. Fusion Bomb
System

Fusion Bombs are a controlled fusion reactor overload. Each bomb inflicts 4-24 points of damage on ground forces, population, and colony buildings.
17.6.2.2. Fusion Drive
Ship

The Fusion Drive is the next step forward for interstellar drive capability. The efficient fusion of light nuclei moves a ship 3 parsecs a turn.
17.6.2.3. Tactical Engines
System

These are larger, more powerful, versions of the engines used for sub-light movement. Tactical Engines increase the top speed of a ship by +0.5 in tactical combat.
17.6.3. Ionization Cascades

900 RP

Quote:
"THE SMALLEST GRAIN CAN BEGIN THE AVALANCHE." -Facet Chejasi

Applications:
  • Ion Cannon
  • Ion Drive
  • Ionic Torpedo
17.6.3.1. Ion Cannon
System

The Ion Cannon discharges a violent wave of charged particles designed to overload ship shields and control systems, disabling them. The cannon inflicts 2-14 points of damage to shields and internal systems, but does not effect structural integrity.
17.6.3.2. Ion Drive
Ship

The Ion Drive is something of an advancement and a step backward in interstellar travel. The low thrust of ion engines but high specific impulse when combined with a warp field enables a ship to travel 4 parsecs per turn.
17.6.3.3. Ionic Torpedo
System

Ionic torpedoes are tiny packages of charged ions contained in a magnetic bottle. These are direct fire weapons that do 25 damage, but become less coherent with range losing 1 point of damage per second traveling. Torpedo accuracy is effected by jamming systems but they can not be shot down by point defense. Torpedoes have a slow refire rate.
17.6.4. Antimatter Reactions

2000 RP

Quote:
"< we > observed destruction//annihilation of planetoid < sb-2124 >. 80.2% of object mass scattered. Positron yield increase required\necessary for 99.8% mass scattering." -G4N2

Applications:
  • Antimatter Bomb
  • Antimatter Drive
  • Antimatter Torpedo
17.6.4.1. Antimatter Bomb
System

Antimatter Bombs or warp bombs are a controlled warp core breach. Each bomb inflicts 5-40 points of damage on ground forces, population, and colony buildings.
17.6.4.2. Antimatter Drive
Ship

Harnessing the total annihilation reaction between equal particles of matter and antimatter, this drive is capable of moving a ship 5 parsecs per turn.
17.6.4.3. Antimatter Torpedo
System

Antimatter Torpedoes are seeking packets of anti-matter contained in a magnetic plasma. On contact with a target, this magnetic shell collapses, releasing the antimatter to inflict 25 points of damage. Torpedo accuracy is effected by jamming systems but they can not be shot down by point defense. Torpedoes have a slow refire rate.
17.6.5. Matter-Energy Conversion

2750 RP

Quote:
"Fossil fuels were readily accessible with a high energy density. In other words, they were cheap and powered the industrial revolutions of Earth but at a cost, a climate irrevocably changed by human action and inaction. But now we can harness the energy locked up regular matter and have limitless energy at our disposal…" -Ezra Chabon "The Great Leap"

Applications:
  • Food Replicators
  • Transporters
17.6.5.1. Food Replicator
Building

Food Replicators alter the molecular structure of inorganic material, remaking it into edible foodstuffs. Having this facility in a colony allows a player to convert industrial production into food on a two-for-one basis, as needed. Costs 3 BC maintenance per turn.
17.6.5.2. Transporter
Achievement

Transporters allow a for supplies to be beamed through blockades. Blockades no longer prevent movement of food or purchasing production in blockaded systems but the morale penalties still apply.
17.6.5.3. Continuum Emitter
System

Continuum Emitters allow a ship to draw torpedo power directly from their warp drives, enabling two volleys of torpdoes at once, but doubling cooldown rate. This does not affect missiles.
17.6.6. High Energy Distribution

3500 RP

Quote:
"< problem > power generation//creation. < solution > increase//optimize distribution. less = = more." -G4N2

Applications:
  • Energy Absorber
  • High Energy Focus
  • Spatial Compression Field
17.6.6.1. Energy Absorber
System

Energy Absorbers reduce the damage from beam and torpedo weapons by 25%. Missiles, railguns, and autogauss cannons apply full damage.
17.6.6.2. High Energy Focus
System

A High Energy Focus allows a ship to channel the fire of its beam weapons more efficiently, increasing the damage each of these weapons inflicts by 50%. It does not improve the chances of hitting a target at a greater distance, nor does it prevent the normal drop-off of damage over range.
17.6.6.3. Spatial Compression Field
Ship

Spatial Compression Fields allow for further miniaturization of ship equipment. All ships have Spatial Compression Fields installed automatically, and thus use less space for energy conduits and transmission and switching devices, leaving more space for other equipment. Spatial Compression Fields increase the amount of space on each ship by 25%.
17.6.7. Hyperdimensional Dynamics

4500 RP

Quote:
"The battle proceeded as expected, we had routed the enemy and seized the power generator. But our weapons were ineffective against it. They took strange paths, leading all directions save for their target." -Tuada Fireblade

Applications:
  • Hyper Drive
  • Hyperspace Conductors
  • Proton Torpedo
17.6.7.1. Hyper Drive
Ship

The Hyper Drive creates a tiny, folded hyperspace bubble in which the energy from a typical matter-antimatter reaction is collimated and multiplied. The drive moves ships 6 parsecs a turn.
17.6.7.2. Hyperspace Conductors
System

Hyperspace Conductors use the peculiar characteristics of folded hyperspace to store up vast amounts of power for fast energy discharges. This allows all beam weapons to fire twice in a row (with a 0.5 second delay between volleys) but doubles the cooldown rate of all beam weapons on the ship.
17.6.7.3. Proton Torpedo
System

The Proton Torpedo is a powerful energy projectile that travels at near light speed, striking the target. These are direct fire weapons that inflict 40 points of damage. Torpedo accuracy is effected by jamming systems but they can not be shot down by point defense. Torpedoes have a slow refire rate.
17.6.8. Transdimensional Phasing

7500 RP

Quote:
"We now have power that even the gods could never dream of! A singularity laid bare to the entire universe and all of its power in our grasp!" -Sslon "Doctrines of Power"

Applications:
  • Phasic Drive
  • Plasma Torpedo
  • Singularity Bomb
17.6.8.1. Phasic Drive
Ship

The Phasic Drive further manipulates a starship's hyperspace manifold, phasing it and the matter-antimatter reaction within the warpcore in and out of normal space at Planck time. The incredible energies produced by this process moves a ship 7 parsecs a turn.
17.6.8.2. Plasma Torpedo
System

The Plasma Torpedo is an unstable projectile: plasma barely confined in a guidance shell that delivers 70 points of damage on impact and 5 points of damage per second for 10 seconds after impact. Unfortunately, the energy bleed-off necessary to keep the warhead from destabilizing completely saps 5 points of this damage per second as traveling to its target. Torpedo accuracy is effected by jamming systems but they can not be shot down by point defense. Torpedoes have a slow refire rate.
17.6.8.3. Singularity Bomb
System

The Singularity Bomb releases a naked singularity on the surface of its target causing devastation from gravitic implosion effects and the resulting evaporation of the singularity itself. Each bomb inflicts 10-60 points of damage on ground forces, population, and colony buildings.
17.7. Social Science
Fields:
  • Statecraft
  • Interplanetary Culture
  • Xenohistoric Particularism
  • Xenoevolutionary Psychology
  • Xenobehavioral Economics
  • Panspecies Macroeconomics
  • Advanced Government
  • Pangalactic Economics
  • Pangalactic Culture
  • Hyper Advanced Social Science
17.7.1. Statecraft

*All factions begin the game with this field researched.

Quote:
"Tharrn has killed Tharrn since the dawn of time. The weak must give way for the strong. The strong make the best mothers. This is the way of the gods, this is our way." -Sslon "Enemies of the Goddess"

Applications:
  • Armor Barracks
  • Capitol
  • Housing
  • Spy Network
  • Trade Goods
17.7.1.1. Armor Barracks
Building

Armor Barracks allow a colony to train and maintain ground troops to protect the colony from enemy invasions, removing government morale penalties. When built it produces 4 units. One new unit is trained every 5 turns, up to a maximum equal to half the current population of the colony or half the planet's maximum population, whichever is less. Costs 1 BC maintenance per turn.
17.7.1.2. Capitol
Building

The center of every interstellar empire. Losing a capitol causes penalties that vary depending on government type. Unified governments do not have capitols.
17.7.1.3. Housing
Building

Converts production into population growth. Economic plans turn all production into economic bonuses and continue until removed from queue.
17.7.1.4. Spy Network
Achivement

A Spy Network allows for the production of spies, who can engage in offensive and defensive espionage actions.
17.7.1.5. Trade Goods
Building

Converts production into additional BCs. Economic plans turn all production into economic bonuses and continue until removed from queue.
17.7.2. Interplanetary Culture

80 RP

Quote:
"Sometimes I think we're alone in the universe even after discovering that we're not." -Unattributed

Applications:
  • Interplanetary Commerce
  • Interplanetary Government
  • Xenolinguistics
17.7.2.1. Interplanetary Commerce
Achievement

The development of interplanetary banking regulations increases the monetary output of all colonies by 10%.
17.7.2.2. Interplanetary Government
Achievement

The development of an interplanetary governmental hierarchy that can quickly respond to local and regional demands adds +5% morale to all colonies.
17.7.2.3. Xenolinguistics
Achievement

A better understanding of alien languages adds a +5 bonus to all diplomatic encounters and reduces the morale penalty from unenculturated populations being present by 50%.
17.7.3. Xenohistoric Particularism

250 RP

Quote:
"Alien societies may have similar traits for reasons independent of any universal evolutionary processes. The existence of such traits can not be used as evidence for universal stages of sentient species development." -Ezra Chabon "A Final Destiny"

Applications:
  • Space Academy
  • Universal Translator
  • Xeno Engineering
17.7.3.1. Space Academy
Building

The Space Academy trains ship crews, giving them experience before they ever engage in actual combat. The crew starting level of ships built by this colony is increased by one rank. Crews of all ships in a system also gain 1 experience point each turn. Costs 1 BC maintenance per turn.
17.7.3.2. Universal Translator
Achievement

The Universal Translator better facilitates diplomacy and spy actions. This adds a +10 bonus to all diplomatic encounters and +5 to espionage. These bonuses are cumulative with all other achievements.
17.7.3.3. Xenoengineering
Achievement

Design lessons from alien cultures enables the use of more extreme environments, increasing the maximum population on all worlds by 1.
17.7.4. Xenoevolutionary Psychology

650 RP

Quote:
"With a sample size greater than one we can now truly determine how much of the mind is tied to vulgar biology, and what can be freed from the limitations it imposes." -Dominar Kirsus "The End of Flesh"

Applications:
  • Alien Control Center
  • Merchant Navy
  • Xeno Psychology
17.7.4.1. Alien Control Center
Building

The Alien Control Center is used to control the alien population of an occupied colony. This facility enculturates conquered populations at the rate of 1 per 2 turns, regardless of government. This building also removes the 20% morale penalty from multi-species colonies, and it halves the unrest of enculturating populations. Costs 2 BC maintenance per turn.
17.7.4.2. Merchant Navy
Achievement

The implementation of a merchant fleet increases the BC output of Trading Posts by +2 BCs per turn.
17.7.4.3. Xenopsychology
Achievement

Xenopsychology focuses on understanding the motivations and values of the other species in the galaxy, in an attempt to formulate deals that are more appealing. The overall effect is to permanently add 30 diplomatic points to the player's dealings with every opponent empire.
17.7.5. Xenobehavioral Economics

900 RP

Quote:
"The humans call economics the dismal science. If it is so dismal then why does every species have a form of it? Even if the humans reject it. Scarcity and capital is as universal as the atom!" -Bidiis "Natural Laws of Acquisition"

Applications:
  • Accelerated Officer Training
  • Interspecies Economics
  • Xenotourism
17.7.5.1. Accelerated Officer Training
Achievement

Advances in officer training increase the XP gain of all ship crews by 25%.
17.7.5.2. Commercial Spaceport
Building

A Commercial Spaceport increases the revenue earned on a planet by 50%. This is cumulative with other buildings. Costs 1 BC maintenance per turn.
17.7.5.3. Xenotourism
Achievement

This opens borders to tourism, generating an additional 1 BC per turn for each colony and adding +5% morale to all colonies.
17.7.6. Panspecies Macroeconomics

2000 RP

Quote:
"Economic behavior == sapient behavior. Conflict\competition for scarce resources: sustenance//shelter//reproduction is < our > common ground." -G2N4

Applications:
  • Astro University
  • Cultural Consumerism
  • Interplanetary Stock Exchange
17.7.6.1. Astro University
Building

The Astro University uses the most advanced teaching methods available to provide for the training of farmers, workers, and scientists. Each unit of this educated population produces 1 more of everything (food, industry, and research) per turn. Costs 2 BC maintenance per turn.
17.7.6.2. Cultural Consumerism
Building

Provides sufficient understanding of alien consumerism to produce cultural items en masse. Converts production into morale. Economic plans turn all production into economic bonuses and continue until removed from queue.
17.7.6.3. Interplanetary Stock Exchange
Building

An Interplanetary Stock Exchange increases the revenues earned on a single planet by 100%. This is cumulative with other buildings. Costs 2 BC maintenance per turn.
17.7.7. Advanced Governmment

4500 RP

Quote:
"Some have compared the parts of government to parts of machines or parts of an animal. It is neither. Government is power. Power exists for its own ends, and is only maintained by those with fangs at the neck of the people." -Emperor Khartan

Applications:
  • Advanced Government
17.7.7.1. Advanced Government
Achievement

Advanced Government allows for the creation of an advanced and stable version of the current government suitable for a pan-galactic society.

Dictatorship upgraded to Imperium
Feudalism upgraded to Confederation
Democracy upgraded to Federation
Unification upgraded to Galactic Unification
17.7.8. Pangalactic Economics

6000 RP

Quote:
"Whether from our seas or those of alien worlds, resources exist to be utilized. If we do not consume profit from them the next generation will and why should we leave anything we can have now for some unknown future?" -Biidis "Treatise on Intergenerational Warfare"

Applications:
  • Galactic Currency Exchange
  • Species Cultural Exchange
  • Xenopedagogy
17.7.8.1. Galactic Currency Exchange
Achievement

A galaxy-wide, central currency exchange totally eliminates the need for localized currencies, replacing it with a system of instantaneous computerized exchanges. The ease of transfer creates an ideal environment for commercial transactions and increases the income generated by all colonies (from all sources) by 50%.
17.7.8.2. Species Cultural Exchange
Achievement

Provides a +5% bonus to morale for each species you are in contact with.
17.7.8.3. Xenopedagogy
Achievement

Advancements in inter-species psychology and learning strategies doubles the experience gained for leaders each turn.
17.7.9. Pangalactic Culture

7500 RP

Quote:

"We will become as one hive working for a common goal, but without the need of a queen." -Queen Emerald Blossom

Applications:
  • Advanced Settlement
  • Pan-Galacticism
  • Xenomanagement
17.7.9.1. Advanced Settlement
Achievement

Improvements to initial settlement protocols automatically constructs an Armor Barracks, Hydroponic Farm, Research Laboratory, and Automated Constructor on each new colony. These buildings are only constructed if the prerequisite technologies are known.
17.7.9.2. Pan-Galacticism
Achievement

The formation of a new galactic culture is the end result of continued cultural exchange with other species and the breaking down of old cultural biases. There is an immediate +10 to diplomacy and a +25% morale bonus to all colonies for every ally or annexed faction that the player has.
17.7.9.3. Xenomanagement
Achievement

Improvements in understanding inter-species leadership psychology increases leadership capacity, unlocking an additional leader slot.
17.8. Force Fields
Fields:
  • Advanced Magnetism
  • Inflationary Fields
  • Gravitic Fields
  • Magneto-Gravitics
  • Field Manipulation
  • Higgs Refraction
  • Warp Fields
  • Subspace Fields
  • Distortion Fields
  • Quantum Fields
  • Transwarp Fields
  • Temporal Fields
  • Hyper Advanced Force Fields
17.8.1. Advanced Magnetism

80 RP

Quote:
"electromagnetic\weak field < unity > is admirable//elegant solution. < we > seek deeper elegance//beauty" -G2N4

Applications:
  • Autogauss Cannon
  • Railgun
  • Electron Flux
17.8.1.1. Autogauss Cannon
System

The Autogauss Cannon is a rapid fire electromagnetic coil gun that fires hypervelocity projectiles, inflicting 6 points of damage for each that hits. Damage is not reduced by range, but it has a -25 to ship attack for its accuracy.
17.8.1.2. Railgun
System

Railguns are long range, high damage weapons that fire hypervelocity projectiles that inflict 18 points of damage for each that hits. Damage is not reduced by range, and it has a +50 to ship attack for accuracy, but has a low refire rate compared to other weapons.
17.8.1.3. Electron Flux
System

The Electron Flux is an extremely short range, barely contained, plasma discharge. Called "lightning on a leash," it inflicts 1-3 damage. The Electron Flux penetrates shields and armor.
17.8.2. Inflationary Fields

250 RP

Quote:
"With infinite space, infinite time, and infinite expansion we can make Zeno's Paradox a reality." -Ezra Chabon "Temporal Mechanics for Undergraduates"

Applications:
  • Class I Shield
  • ECM Jammer
  • Microgravity Hypercollider
17.8.2.1. Class I Shield
System

Class I Shields protect a ship from physical and energy attacks, absorbing up to 5 times the ship's size in damage before failing. They also outright block 1 incoming damage. Shields regenerate 0.3% of the total strength of the strongest facing, spread equally over all the damaged facings, each second.
17.8.2.2. ECM Jammer
System

The ECM Jammer generates magnetic pulses that confuse both weapons targeting systems and missile guidance units adding +70 to missile defense. It is not possible to use both this and other forms of ECM on the same ship.
17.8.2.3. Microgravity Hypercollider
Achievement

Advances in subspace field manipulation enables particle accelerators at unimaginable energies in deep space. Provides an additional +1 RP to all Research Stations.
17.8.3. Gravitic Fields

650 RP

Quote:
"Applying twenty gravities of force is sufficient to disable most enemies. Remember that everything on your ship is a weapon, including the grav plating." -Tuada Fireblade

Applications:
  • Gravimetric Projector
  • Inertial Harness
  • Inertial Stabilizer
17.8.3.1. Gravimetric Projector
System

The Gravimetric Projector manipulates gravity fields and fires kinetic energy to disrupt ships and cause structural damage. Damage is multiplied by target ship size.
17.8.3.2. Inertial Harness
Equipment

The Inertial Harness increases survivability in ground units, substantially increasing their mobility and defense and adding 10 to their ground combat rating.
17.8.3.3. Inertial Stabilizer
System

The Inertial Stabilizer creates an incomplete hyperspace travel field that operates in normal space. This vastly improves the ship's mobility and makes it considerably harder to target. The result is a +50 addition to ship defense and a 25% bonus to rotation speed.
17.8.4. Magneto Gravitics

900 RP

Quote:
"There are certain analogies between magnetism and gravity, analogies that became even more fundamental as we began to discover the relationships between negative mass and negative current." -Ezra Chabon "The Great Leap"

Applications:
  • Class III Shield
  • Planetary Radiation Shield
  • Warp Dissipator
17.8.4.1. Class III Shield
System

Class III Shields absorb up to 15 times the ship's size in damage before failing. They also outright block 3 incoming damage. Shields regenerate 0.3% of the total strength of the strongest facing, spread equally over all the damaged facings, each second.
17.8.4.2. Planetary Radiation Shield
Building

The Planetary Radiation Shield reduces solar and cosmic bombardment to tolerable limits. Radiated worlds become Barren as long as the shield remains in place. The shield also provides a colony with some defense from orbital bombardment, reducing bombardment damage by 5 points. Costs 1 BC maintenance per turn.
17.8.4.3. Warp Dissipator
System

The Warp Dissipator creates a system-wide interference field around a ship in combat. This field prevents any enemy ship from entering hyperspace while it's active. Ships cannot retreat from combat while the dissipator is functioning.
17.8.5. Field Manipulation

1150 RP

Quote:
"We have tended to overlook incremental progress in discovery, instead glorifying so-called revolutions and creating 'paradigms' and shifts in world view where none exist. We romanticize a lone genius and ignore the hard work of generations it takes to have true discovery." -President Harrison "Dreams of No Place"

Applications:
  • Multiresonance Bombs
  • Shield Capacitor
  • Shield Focus
17.8.5.1. Multiresonance Bombs
Ship

Multiresonance Bombs cycle through shield frequencies, allowing 50% of all bomb damage to penetrate planetary shields. Once researched these are immediately applied to all ships.
17.8.5.2. Shield Capacitor
System

The Shield Capacitor provides a +70% bonus to the recharge rate of a ship's shields.
17.8.5.3. Shield Focus
System

When installed the shield focus doubles the strength of a ship's forward shield facing at the cost of removing the rear shield facing.
17.8.6. Higgs Refraction

1500 RP

Quote:
"Its mass vanished as if in a shroud of darkness. This is what we had sought for so long, our secrets perfectly preserved. We did not realize that it had unleashed a new arms race." -Xoxar

Applications:
  • Personal Shields
  • Stealth Field
  • Stealth Suits
17.8.6.1. Personal Shields
Equipment

Personal Shields deflect both physical and energy attacks for soldiers. They offer protection against most ground troop attacks, Provides +20 to ground combat.
17.8.6.2. Stealth Field
System

The Stealth Field reduces the emissions of hyperspace drives and baffles much of the turbulence they cause in normal space. These ships cannot be discovered by normal sensing equipment; they are completely invisible on the Galaxy Map unless detected by a subspace sensor net.
17.8.6.3. Stealth Suit
Achievement

The Stealth Suit allows its wearer to blend easily into any background, rendering that person virtually invisible. The suit adds +10 to espionage.
17.8.7. Warp Fields

2000 RP

Quote:
"A starship never exceeds the speed of light in a vacuum, but space is expanded and contracted around it. A ship is in many ways like a black hole…" -Ezra Chabon "The Great Leap"

Applications:
  • Improved Weapon Coils
  • Multiphased Shields
  • Warp Nullifier
17.8.7.1. Improved Weapon Coils
Ship

Improved Weapon Coils double the damage of Autogauss Cannons and Railguns. This is immediately applied to all ships.
17.8.7.2. Multiphased Shields
System

Multiphased Shields allow a ship to constantly change the frequency and phase of its shields, increasing the maximum amount of damage that they can absorb by 50%.
17.8.7.3. Warp Nullifier
Building

The Warp Nullifier creates a destabilizing field around the entire star system in which it is built. The nullifier field is similar to the natural field created by nebulae, and it has a radius of 2 full parsecs. This field slows all enemy ships to a speed of 1 parsec per turn. Costs 2 BC maintenance per turn.
17.8.8. Subspace Fields

2750 RP

Quote:
"The galaxy is tied together by the signals we carry on subspace fields. We could have the same music, vids, and most importantly the same markets." -Bidiis "The Hyperspace Economy"

Applications:
  • Class V Shield
  • Pulsar
  • Spectral ECM Jammer
17.8.8.1. Class V Shield
System

Class V Shields absorb up to 25 times the ship's size in damage before failing. They also outright block 5 incoming damage. Shields regenerate 0.3% of the total strength of the strongest facing, spread equally over all the damaged facings, each second.
17.8.8.2. Pulsar
System

The Pulsar emits a shockwave dealing 2-12 damage multiplied by the ship size class of the firing ship.
17.8.8.3. Spectral ECM Jammer
System

The Spectral ECM Jammer spreads its jamming broadcast across the entire spectrum of subspace targeting frequencies adding +100 missile defense. It is not possible to use both this and other forms of ECM on the same ship.
17.8.9. Distortion Fields

3500 RP

Quote:
"There are no tricks, no sleights of hand. There is simply knowledge and the cunning to apply it. A deeper knowledge of the universe and knowing when to apply it before your rival is the key to everything." -Xoxar

Applications:
  • Cloaking Device
  • Hard Shields
17.8.9.1. Cloaking Device
System

The Cloaking Device hides a ship from long-range scans completely. In combat cloaked ships have a +100 beam and missile defense bonus, making them functionally untargetable while cloaked and the AI will ignore ships while cloaked. Cloaked ships cannot fire weapons. But while cloaked, ships also do not have active shields. They regain their last shield strength status after decloaking.
17.8.9.2. Hard Shields
System

Hard Shields are reinforced against the ravages of many forms of incidental radiation. This reduces the damage of each enemy attack by 3 points regardless of whether or not the shield in that quarter has collapsed. Hard Shields also allow ships to use their shields inside a nebula. If the Hard Shield generator is destroyed, its effects are eliminated.
17.8.10. Quantum Fields

4500 RP

Quote:
"What sorcery is this? Claiming something can be several places at once was the talk of fools and madwomen. Yet now this quantum reality is the basis of everything we use from our weapons to our thinking machines. We are truly in the age of chaos." -Tuada Fireblade

Applications:
  • Class VII Shield
  • Planetary Defense Shield
  • Subspace Jammer
17.8.10.1. Class VII Shield
System

Class VII Shields absorb up to 35 times the ship's size in damage before failing and regenerate as normal. They also outright block 7 incoming damage. Shields regenerate 0.3% of the total strength of the strongest facing, spread equally over all the damaged facings, each second.
17.8.10.2. Planetary Defense Shield
Building

The Planetary Defense Shield encapsulates a planet in a protective energy field. A defense shield converts Radiated climates to Barren. It reduces all damage done to the colony from orbit by 10 points per attack. A Planetary Defense Shield replaces a Planetary Radiation Shield. Costs 3 BC maintenance per turn.
17.8.10.3. Subspace Jammer
System

The Subspace Jammer generates a broad spectrum subspace pulse that jams weapons targeting and tracking systems and missile guidance units. The effects cross the entire spectrum adding +150 missile defense to the equipped ship. It is not possible to use both this and other forms of ECM on the same ship.
17.8.11. Transwarp Fields

6000 RP

Quote:
"We thought that the speed of light in a vacuum was the ultimate speed limit, and then we thought subspace as a special reference frame was the final limit. But now we know just as there are no limits to wealth, there are no limits to the speed of information." -Biidis "The Dogma of Growth"

Applications:
  • Displacement Device
  • Inertial Nullifier
  • Subspace Teleporter
17.8.11.1. Displacement Device
System

Any weapon targeted on a ship equipped with a Displacement Device has a 30% chance of missing completely, regardless of any other equipment or considerations.
17.8.11.2. Inertial Nullifier
System

The Inertial Nullifier creates a weakened hyperspace travel field that does not translate the ship out of normal space. This reduces the effective mass of a ship to almost zero, increasing its mobility and making it considerably harder to target. As a result, this adds 100 to the Ship Defense against beam weaponry. In addition, the ship has a +50% turn rate.
17.8.11.3. Subspace Teleporter
System

When engaged the Subspace Teleporter allows for a near-instantaneous tactical jump to any location not occupied by a ship, station, or planet. It requires 90 seconds to recharge after use.
17.8.12. Temporal Fields

15000 RP

Quote:
"Time is relational, emergent. The realization that this made it relational yet simultaneously quantized, flexible, and reversible without paradox changed everything." -Ezra Chabon "Temporal Mechanics for Undergraduates"

Applications:
  • Class X Shield
  • Phased Cloak
  • Planetary Fortress Shield
17.8.12.1. Class X Shield
System

Class X Shields absorb up to 50 times the ship's size in damage before failing. They also outright block 10 incoming damage. Shields regenerate 0.3% of the total strength of the strongest facing, spread equally over all the damaged facings, each second.
17.8.12.2. Phased Cloak
System

The Phased Cloak is a vast improvement over the Cloaking Device. It behaves like a regular cloaking device except that ships can fire while cloaked and maintain shields.
17.8.12.3. Planetary Fortress Shield
Building

A Planetary Fortress Shield seals a planet in a nearly impenetrable energy field. The shield converts Radiated climates to Barren. It reduces all damage against a planet by 20 points per attack, ground troops can not invade, and biological weapons have no effect. Costs 3 BC maintenance per turn.
17.9. Hyper Advanced Research
Once the fields in a technology branch have been researched hyper advanced research tiers open as do the Path of Ascension technologies for a given branch in games with research victories enabled.

Hyper Advanced research provides cumulative bonuses that can be selected and furthers tech miniaturization.

Hyper Advanced Field RP Tiers:
  • 25000
  • 35000
  • 45000
  • 55000
  • 65000
  • 75000
  • 85000
  • 95000
  • 105000
  • 115000

Hyper Advanced Biology

Applications:
  • Planet Maximum Population +1
  • Planet Pollution Tolerance +5%
  • Food +1 per Population

Hyper Advanced Chemistry

Applications:
  • Armor +2.5%
  • Missile Damage +2.5%
  • Missile Attack +2.5%

Hyper Advanced Construction

Applications:
  • Ground Combat +2
  • Ship Maximum Space +2.5%
  • Industry +1 per Population

Hyper Advanced Computers

Applications:
  • Ship Attack +2.5%
  • Spy Bonus +2
  • Research +1 per Population

Hyper Advanced Physics

Applications:
  • Beam Weapon Damage +2.5%
  • Beam Weapon Range Penalty -2.5%
  • Sensor Range +1 Parsec

Hyper Advanced Power

Applications:
  • Ship Defense +2.5
  • Bomb Damage +2.5%
  • Tactical Ship Speed +1%

Hyper Advanced Social Science

Applications:
  • Morale +2
  • Diplomacy +2.5
  • BCs +1 per Population

Hyper Advanced Force Fields

Applications:
  • Shield Strength +2.5%
  • Shield Regeneration +2.5%
  • Missile Defense +2.5
17.10. Ascension (Research Victory)
In games with the research victory enabled, once the fields in a technology branch have been researched both Hyper Advanced Research and the Path of Ascension for that branch are unlocked.

All eight path of ascension technologies can be researched in any order

Biology

Substrate Engineering
150000 RP

Quote:
"I believe that new mathematical schemata, new systems of axioms, certainly new systems of mathematical structures will be suggested by the study of the living world." -Stanislaw Ulam

Path of Ascension: Biology
Achievement
Provides the ability to create self sustaining biological-like processes in spacetime defects. Progresses the ascension project. The ascension project is available when all ascension technologies are researched and can be constructed at your capitol world.

Chemistry

Hypergrid Reactions
150000 RP

Quote:
"Nothing in life is to be feared, it is only to be understood." -Marie Curie

Path of Ascension: Chemistry
Achievement
Yields insights into quantum interactions between hyperspace fields. Progresses the ascension project. The ascension project is available when all ascension technologies are researched and can be constructed at your capitol world.


Computers

Sublimation Transference
150000 RP

Quote:
"Computers were good at following instructions but not reading minds, until today..." -Cynthia Nasir "The End of Computing"

Path of Ascension: Computers
Achievement
Deciphers the secret of direct mind uploads to spacetime defects. Progresses the ascension project. The ascension project is available when all ascension technologies are researched and can be constructed at your capitol world.

Construction

Substrate Engineering
150000 RP

Quote:
"Scarcity collapses in the sublime when we can engineer the infinite. Without scarcity we will not survive as a people in the beyond." -Executive Bidiis

Path of Ascension: Construction
Achievement
Grants the ability to engineer spatial substrates. Progresses the ascension project. The ascension project is available when all ascension technologies are researched and can be constructed at your capitol world.

Physics

Sublimation Mechanics
150000 RP

Quote:
"The infinite is ahead of us. Are you prepared?" -President Harrison "Dreams of No Place"

Path of Ascension: Physics
Achievement
Unlocks the secrets of the physical possibilism of the sublime. Progresses the ascension project. The ascension project is available when all ascension technologies are researched and can be constructed at your capitol world.

Power

Hypergrid Intrusions
150000 RP

"The raw power of deep hyperspace can not be blocked, can not be stopped. It is the ultimate weapon." -Kharhak "Personal Journal of the Scarlet Emperor"

Path of Ascension: Power
Achievement
Discovers the means to harness the power of hyperspace geometry intrusions. Progresses the ascension project. The ascension project is available when all ascension technologies are researched and can be constructed at your capitol world.

Social Science

Transcended Cultural Studies
150000 RP

"We have heard nothing from those species who have ascended, the first peoples. Is this a step towards salvation or obliteration?" -Ezra Chabon "The Great Leap"

Path of Ascension: Social Science
Achievement
Prepares your society for the cultural leap of ascendance. Progresses the ascension project. The ascension project is available when all ascension technologies are researched and can be constructed at your capitol world.

Force Fields

Bulk Substrate Fields
150000 RP

"The bulk is the in-between of space, hyperspace, and subspace. The perfect place to hide for all eternity." -Xoxar

Path of Ascension: Force Fields
Achievement
Reveals the nature of fields within the bulk between dimensions. Progresses the ascension project. The ascension project is available when all ascension technologies are researched and can be constructed at your capitol world.

Ascending

Once all Path of Ascension Technologies have been researched your capitol world or homeworld (if unification, your highest population planet if you've lost your original planet) has Ascension has a construction option. Once completed, the research victory is triggered.

Ascension
Building
Cost: 10000
Begin the Ascension Project to transcend the physical universe and begin your next step as a species. This project must be built on a homeworld. (Completion Triggers Research Victory)
18. Cheat Codes
Disclaimer
Please note that cheat codes are not supported and can cause bugs and errors with your game. Use them sparingly.

Enabling Cheat Console
To activate cheat codes you must enable the cheat console, press Ctrl+~ (or Control + ` ) to open the console.

Click on the console that appears in the upper left to enter text into the text field.

Type CheatModeOn to enable cheats. This must be done for each cheat.

Cheat Codes
  • FPSOn Turn on FPS counter
  • FPSOff Turn off FPS counter
  • SeeStarIDs Turn on StarIDs in galaxy view
  • SeeStarIDsOff Turn off StarIDs in galaxy view
  • Avalanche In custom species and evolutionary mutation menus disables limitations by species pick amount. This does not raise the trait limit of 10, only the pick point restrictions.
  • AddBCS_# Add amount of BCs after the "_" to treasury
  • FinishResearch Finishes current research