Ship Parts: Difference between revisions

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(Created page with "When you design and build ships in the Ship designer, you can equip these ships with various parts. More parts become available as you research and progress...")
 
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In the following a detailed description of each type of Equip Mode part is listed, with an indication of where they are found in the Equip Mode Menu.  NOTE: the values that you actually encounter in-game may differ significantly from those found in this table, as this table is the raw values and DO NOT include miniaturizations, cost reductions, or other general modifications that one may obtain in-game.  
In the following a detailed description of each type of Equip Mode part is listed, with an indication of where they are found in the Equip Mode Menu.  NOTE: the values that you actually encounter in-game may differ significantly from those found in this table, as this table is the raw values and DO NOT include miniaturizations, cost reductions, or other general modifications that one may obtain in-game.  


== Engines ==
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Engines </h1>


Engines can be used for interstellar travel or to increase tactical speed in battles.  Special Augments are also available, however, they require rare resources.
Engines can be used for interstellar travel or to increase tactical speed in battles.  Special Augments are also available, however, they require rare resources.


=== Interstellar Drives ===
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Interstellar Drives </h2>


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=== Sublight Drive ===
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Sublight Drive </h2>


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== Standard Weapons ==
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Standard Weapons </h1>


Weapons come in three basic types: [[beam weapon|beam]], [[missile weapon|missile]], and [[kinetic weapon|kinetic]].  
Weapons come in three basic types: [[beam weapon|beam]], [[missile weapon|missile]], and [[kinetic weapon|kinetic]].  


== Standard Defenses ==
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Standard Defenses </h1>


There are three basic types of Defenses that can be placed on ships: Armor (Defend against Kinetic Weapons), Shields (Defend against Beam Weapons), and Point Defenses (Defend against Missile Weapons).
There are three basic types of Defenses that can be placed on ships: Armor (Defend against Kinetic Weapons), Shields (Defend against Beam Weapons), and Point Defenses (Defend against Missile Weapons).
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| Invulnerability Field || 11 || 38 || 0.5 || 30 || 1.0 || Invulnerability
| Invulnerability Field || 11 || 38 || 0.5 || 30 || 1.0 || Invulnerability
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| Arreon Missile Defense || 13 || 31 || 0.25 || 32 || 0.6 || Arreon Missile Defense
| Arreon Missile Defense || 13 || 31 || 0.25 || 32 || 0.6 || Arreon Missile Defense
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== Modules ==
<h1 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Modules </h1>


Modules come in many types, including: Life Support, Sensors, Weapon Assists, and Special Modules for Colony, Constructor, Transport, Cargo, or other purposes.  
Modules come in many types, including: Life Support, Sensors, Weapon Assists, and Special Modules for Colony, Constructor, Transport, Cargo, or other purposes.  


=== Life Support ===
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Life Support </h2>


Life Support components are used to extend the range a ship can be from a planet or starbase. These modules are good for all ship types, although colony ships, constructors, and scouts will benefit most from the added range. Upgrades are found in the Engineering tech tree beginning on the Interstellar Travel branch. After clicking on a ship/fleet you will see a dashed line displaying the maximum range of this unit. By holding down the Control key, a tool tip will display showing the distance the tile under the mouse cursor is from the currently selected unit.  
Life Support components are used to extend the range a ship can be from a planet or starbase. These modules are good for all ship types, although colony ships, constructors, and scouts will benefit most from the added range. Upgrades are found in the Engineering tech tree beginning on the Interstellar Travel branch. After clicking on a ship/fleet you will see a dashed line displaying the maximum range of this unit. By holding down the Control key, a tool tip will display showing the distance the tile under the mouse cursor is from the currently selected unit.  
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=== Sensors ===
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Sensors </h2>


Sensors extend the visibility of a star ship.  
Sensors extend the visibility of a star ship.  
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=== Utility Modules ===
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Utility Modules </h2>


Utility Modules provide fundamental functions.
Utility Modules provide fundamental functions.
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=== Survey Modules ===
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Survey Modules </h2>


Survey Modules Permit the Analysis of Anomalies
Survey Modules Permit the Analysis of Anomalies
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=== Carrier Modules ===
<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Carrier Modules </h2>


Carrier Modules Provide Carrier Based Craft to Perform Assault, Interceptor, Guardian, and Escort Functions
Carrier Modules Provide Carrier Based Craft to Perform Assault, Interceptor, Guardian, and Escort Functions
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<h2 style="background-color: #000000; color: #e3a726; padding: 2px 6px;"> Special Purpose Modules </h2>
=== Special Purpose Modules ===


Special Purpose Modules Cover a Wide Variety of Ship Enhancements including Attack, Defense, Repair and other Funchtions.  Most, but not all, require rare resources to to built.
Special Purpose Modules Cover a Wide Variety of Ship Enhancements including Attack, Defense, Repair and other Funchtions.  Most, but not all, require rare resources to to built.

Latest revision as of 13:37, 2 June 2020

When you design and build ships in the Ship designer, you can equip these ships with various parts. More parts become available as you research and progress through the Technology tree. There are two general types of parts that can be added to ships: cosmetic and equipment. Cosmetic parts allow the designer to make virtually any appearance of ship they desire, however, these cosmetic parts have no effect on the performance of the ship whatsoever; they are purely aesthetic. Equipment parts, on the other hand, determine the performance of the ship, for example, its speed, type of weapons, special abilities, range, and so forth. In the main menu, if you click the designer tab at the upper left of the screen, you will see a default ship displayed with this ship's details on the right and a menu listing ships that can currently be built on the left. You can click on any ship in this list and then click the "Use Design" button at the bottom of the list to modify that particular ship; or you can start by clicking "New Design" to start crafting a ship from scratch. In either case the menu on the left will change. At the top you will see buttons for "Design Mode" and for "Equip". Design mode indicates that only custom parts are available; Equip Mode shows functional parts that can be chosen to change the performance of you ship. If the equip mode is chosen the second row from the top of the left menu will display a serious of five buttons: Engines, Weapons, Defenses, Modules, and Support. As each button is clicked a list of available parts will be displayed that depends on what technologies you have researched.

In the following a detailed description of each type of Equip Mode part is listed, with an indication of where they are found in the Equip Mode Menu. NOTE: the values that you actually encounter in-game may differ significantly from those found in this table, as this table is the raw values and DO NOT include miniaturizations, cost reductions, or other general modifications that one may obtain in-game.

Engines

Engines can be used for interstellar travel or to increase tactical speed in battles. Special Augments are also available, however, they require rare resources.

Interstellar Drives

Drive Type Drive Mass Drive System Cost Maintenance Moves Technology Required Resources
Hyper Drive 10 9 0 1 None None
Prototype Hyper Drive 10 9 0 5 None Promethion - 1
Hyper Drive Plus 12 9 0 2 Interstellar Travel None
Ion Drive 14 18 0.25 3 Ion Drive None
Warp Drive 16 34 0.25 4 Warp Field Theory None
Hyper Warp Drive 18 65 0.75 5 Hyperwarp Waves None
Stellar Folding 20 123 1.25 6 Stellar Folding None

Sublight Drive

Drive Type Drive Mass Tactical Speed Acceleration Cost Maintenance Threat Technology Required
Thrusters 8 10% 10% 7 0 0.25 Interstellar Travel
Ion Thrusters 9 20% 20% 13 0.25 0.5 Ion Drive
Field Thrusters 10 30% 30% 25 0.25 0.75 Warp Field Theory
Inertial Acceleration 12 40% 40% 48 0.5 1.0 Hyperwarp Waves
Gravity Manipulation Field 15 50% 50% 92 1 1.25 Stellar Folding

Standard Weapons

Weapons come in three basic types: beam, missile, and kinetic.

Standard Defenses

There are three basic types of Defenses that can be placed on ships: Armor (Defend against Kinetic Weapons), Shields (Defend against Beam Weapons), and Point Defenses (Defend against Missile Weapons).

Armor Mass Cost Maintenance Armor Rating Fortitude Technology Required
Hull Plating 12 29 0.25 8 0.3 Defense Systems
Titanium Plating 13 36 0.255 12 0.6 Armor Systems
Durantium Composite 14 35 0.25 16 0.9 Durantium Composite
Kanvium Laminate 15 34 0.25 30 1.2 Kanvium Laminate
Zero Point Armor 16 30 0.25 32 1.5 Zero Point Armor


Shield Mass Cost Maintenance Shield Strength Fortitude Technology Required
Deflectors 7 22 0.25 4 0.2 Defense Systems
Shield Generators 8 24 0.25 6 0.4 Shield Systems
Barrier Fields 9 30 0.25 10 0.6 Barrier Field Generation
Force Fields 10 35 0.25 16 0.8 Force fields
Invulnerability Field 11 38 0.5 30 1.0 Invulnerability


Point Defense Mass Cost Maintenance Point Defense Fortitude Technology Required
Chaff 9 30 0.25 8 0.2 Defense Systems
Point Defense 10 32 0.25 12 0.3 Point Defenses
ECM 11 33 0.25 16 0.4 Counter Measures
Drone Sentries 12 32 0.25 20 0.5 Drone Security Systems
Arreon Missile Defense 13 31 0.25 32 0.6 Arreon Missile Defense

Modules

Modules come in many types, including: Life Support, Sensors, Weapon Assists, and Special Modules for Colony, Constructor, Transport, Cargo, or other purposes.

Life Support

Life Support components are used to extend the range a ship can be from a planet or starbase. These modules are good for all ship types, although colony ships, constructors, and scouts will benefit most from the added range. Upgrades are found in the Engineering tech tree beginning on the Interstellar Travel branch. After clicking on a ship/fleet you will see a dashed line displaying the maximum range of this unit. By holding down the Control key, a tool tip will display showing the distance the tile under the mouse cursor is from the currently selected unit.

Mass Cost Maintenance Ship Range Technology Required
Life Support 6 4 0 6 Tech Tree
Environmental Support 6 10 0 9 Interstellar Travel
Stellar Support 8 24 0.25 12 Life Support
Deep Space Support 10 52 .5 15 Support Field Generation
Support Field Generator 12 111 1 18 Promethion Support Systems
Stasis Field Generator 14 235 2.25 21 Lossless Support Systems

Sensors

Sensors extend the visibility of a star ship.

Mass Cost Range Maintenance Technology Required
Navigational 8 9 2 0 None
Interstellar 9 9 3 0 Interstellar Travel
Sensor Array 10 34 4 0.25 Interstellar Survey
Field Detectors 12 65 5 0.75 Energy Field Sensors
Subspace Sensor 14 123 6 1.25 Subspace Sensor

Utility Modules

Utility Modules provide fundamental functions.

Utility Module Mass Cost Maintenance Ability 1 Capacity 1 Capacity 2 Requirement
Colony 45 27 0.25 Can Colonize Population Cap 3 None None
Contructor 45 27 0.25 Can Construct Construction Points Cap 1 None None
Cargo 40 27 0.25 Can Create Trade Route None None Xeno Commerce
Transport 25 27 0.25 Can Invade Population Cap 3 None Planetary Invasion
Advanced Transport 45 51 0.5 Can Invade Population Cap 3 Interceptor Fighters Cap 2 Aggression Trait 4

Survey Modules

Survey Modules Permit the Analysis of Anomalies

Survey Module Resource Cost Mass Cost Maintenance Sensor Range Value Technology Required
Standard Survey None 32 18 0.25 3 0.75 Interstellar Survey
Prototype Survey Thulium - 1 8 9 0 3 0.75 None

Carrier Modules

Carrier Modules Provide Carrier Based Craft to Perform Assault, Interceptor, Guardian, and Escort Functions

Carrier Module Threat Mass Cost Maintenance Capacity Required Technology
Assault 6 70 195 1.6 Assault Fighters 2 Carriers
Drone 6 45 195 1.6 Interceptor Fighters 2 Carrier Focus 1
Guardian 6 45 195 1.6 Guardian Fighters 2 Carrier Focus 2
Escort 6 90 371 3 Assault Fighters 3 High Capacity Carriers

Special Purpose Modules

Special Purpose Modules Cover a Wide Variety of Ship Enhancements including Attack, Defense, Repair and other Funchtions. Most, but not all, require rare resources to to built.

Module Type Limit per Ship Placement Mass Cost Maintenance Effect 1 Effect 2 Stat Technology Required Resource Requirements
Duranthium Hull Reinforcment No Limit Defense 5 14 0.25 Hit Points Cap +15 None Fortitude 1 None Duranthium - 1
Structural Enhancement 1 Augment 10 34 0.25 Tactical Repair +1 None Fortitude 0.5 Hull Strengthening None
Self Healing Hulls 1 Augment 20 65 0.75 Tactical Repair +5 None Fortitude 1.0 Self Healing Hulls Duranthium - 1
Targeting Scanners 1 Targeting 15 65 0.75 Accuracy 0.25 None Threat 2 Targeting Support None
Stealth Field 1 Targeting 20 18 0.25 Jamming 0.1 None Fortitude 1 Targeting Assist None
Jamming Array 1 Targeting 15 65 0.75 Jamming 0.25 None Fortitude 2 Targeting Support Thulium - 1
Rapid Recharger 1 Augment 10 27 0.25 Beam Cooldown -30% Beam Attack -15% Threat 1 Beam Weapons None
Energy Accelerator 1 Augment 12 51 0.5 Beam Range 30% None Threat 2 Beam Weapon Augmentation Elerium - 1
Shield Leach 1 Augment 14 97 1.0 Shield Damage Weapon 1.0 None Threat 3 High Energy Transfer Elerium - 1
Shield Punch 1 Augment 16 185 1.75 Ignore Shield 0.5 Beam Attack -25% Threat 4 High Energy Magnification Elerium - 1
Missile Assister 1 Augment 8 27 1.75 Missile Cooldown -25% None Threat 2 Missile Weapons None
Slingshot Booster 1 Augment 10 51 1.75 Missile Range +25% None Threat 3 Missile Augmentation Antimatter - 1
Cluster Warheads 1 Augment 12 97 1.75 Point Damage Weapon 1.0 None Threat 4 Advanced Missile Guidance Antimatter - 1
Launch Assister 1 Augment 8 185 1.75 Missile Cooldown -50% None Threat 6 Intelligent Warheads Antimatter - 1
Rapid Reload 1 Augment 12 27 0.25 Kinetic Cooldown -50% Kinetic Accuracy -15% Threat 5 Kinetic Weapons None
Kinetic Accelerator 1 Augment 14 51 0.5 Kinetic Range 0.5 None Threat 5 Kinetic Augmentations Durantium - 1
Armor Piercing 1 Augment 16 97 1.0 Armor Damage Weapon 1.0 None Threat 5 Mass Manipulation Durantium - 1
Field Generator 1 Support 15 18 0.25 Shield Strength 5 None Fortitude 1 Shield Support Systems None
Field Augmentation Array 1 Support 15 34 0.25 Shield Strength 25% None Fortitude 2 Shield Augmentation Elerium - 1
Leaching Field 1 Support 15 65 0.75 Shield Strength -50% None Fortitude 3 Energy Field Manipulation Elerium - 1
Barrier Field Generator 1 Support 15 65 0.25 Shield Strength 20 None Fortitude 4 Energy Field Manipulation Elerium - 1
Missile Disruptor 1 Support 15 34 0.25 Point Defense 2 None Fortitude 1 Point Defense Support System None
Point Augmentation Array 1 Support 15 65 0.75 Point Defense 25% None Fortitude 2 Point Defense Augment Antimatter - 1
Point Disruption 1 Support 15 65 0.75 Point Defense -50% None Fortitude 3 Point Defense Manipulation Antimatter - 1
Point Defense Array 1 Support 15 34 0.25 Point Defense 4 None Fortitude 4 Point Defense Manipulation Antimatter - 1
Integrity Field 1 Support 15 34 0.25 Armor Rating 10% None Fortitude 1 Armor Support Systems None
Hull Enhancement Field 1 Support 15 65 0.75 Armor Rating 25% None Fortitude 2 Armor Enhancement Durantium - 1
Integrity Disruptor 1 Support 15 123 1.25 Armor Rating -50% None Fortitude 3 Integrity Field Projection Durantium - 1
Structural Enhancement Field 1 Support 15 65 0.75 Tactical Repair 1 None - Hull Strengthening None
Repair Drones 1 Support 15 123 1.25 Tactical Repair 2.5 None - Hull Repair Systems Thulium - 1
Nanite Projection Array 1 Support 15 235 2.25 Tactical Repair 5.0 None - Self Healing Hulls Thulium - 1
Beam Assist 1 Support 15 34 0.25 Beam Cooldown -15% None - Beam Weapon Augmentation Elerium - 1
Beam Magnification Array 1 Support 15 65 0.75 Beam Attack +25% None - High Energy Transfer Elerium - 1
Missile Guidance System 1 Support 15 34 0.25 Missile Accuracy 0.25 None - Missile Augmentation Antimatter - 1
Missile Guidance Array 1 Support 15 65 0.75 Missile Attack 0.25 None - Advanced Missile Guidance Antimatter - 1
Inertial Dampeners 1 Support 15 34 0.25 KInetic Attack +10% None - Kinetic Augmentation Durantium - 1
Inertial Field Projector 1 Support 15 65 0.75 Kinetic Attack +25% None - Mass Manipulation Durantium - 1
Accelerator Field 1 Support 15 185 1.75 Kinetic Range +25% None Threat 6 Inertial Magnification Durantium - 1
Targeting Array 1 Support 15 34 0.25 Accuracy 0.1 None Threat 3 Targeting Assist Thulium - 1
Subspace Targeting Grid 1 Support 15 65 0.75 Accuracy 0.25 None Threat 5 Targeting Support Thulium - 1
Jamming Field Generator 1 Support 15 97 1.0 Jamming 0.1 None Fortitude 1 Targeting Assist Thulium - 1
Field Disruption 1 Support 15 123 1.25 Jamming 0.25 None Fortitude 2 Targeting Support Thulium - 1
Wake Generator 1 Support 15 34 1.0 Tactical Speed 10% None - Hyperfield Projection Promethion - 1
Slipstream Generator 1 Support 15 65 0.75 Tactical Speed +25% None Threat 6 Gravity Field Manipulation Promethion - 1
Repulsor Field 1 Support 15 123 1.25 Tactical Speed -25% None - HyperField Disruption Promethion - 1
Stellar Accelerator 1 Support 15 34 0.25 Moves Cap +2 None - Hyperfield Projection Promethion - 1
Slipstream Accelerator 1 Support 15 123 1.25 Moves Cap +4 None - Stellar Field Projection Promethion - 1
Environmental Shield Module 1 Support 15 34 0.25 Immune to Nebula None Threat 2 Support Field Mastery Promethion - 1
Stasis Field Module 1 Support 15 65 0.75 Ship Range +12 None - None Promethion - 1
Precursor Protection Field 1 Support 15 123 0 Shield Strength +50%, Point Defense +50% Armor Rating +50% Fortitude 3 Precursor Mysteries Elerium - 1, Antimatter - 1, Durantium -1