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Oct
Non-Combat Ships
There are four non-combat ships. The colony ship is important early on in the game, allowing you to expand your colonies to the planets and asteroids surrounding your homeworld. The trading ship provides a means of transferring much needed resouces between those worlds.
As the game progresses and you start to encounter hostile fleets and worlds, you may wish to build up forces to invade those worlds. The drop ship carries troops to invade hostile worlds.
Finally the jump ship is a special ship only worth building later on in the game. It can establish new wormholes between planets. If protected heavily and deployed where most needed, they could easily tip the balance in a long running game.
Colony Ship
- Create new colonies on neutral planets/asteroids
Trading Ship
- Transfer Mass & Energy between colonies
Drop Ship
- Capture hostile colonies
Jump Ship
- Very Expensive
- Establishes Planetary Jump Gate at a Colony
- Can be used to travel to any Planetary Jump Gate in any adjacent system
Colony Types
A planet is large, with the most room to build all the different structures, but has a low abundance of Mass & Energy. An asteroid on the other hand is relatively small with little space for structures, but has a high abundance of Mass & Energy.
Planet
- 80 structure spaces
- Standard mass abundance (+100)
- Standard energy abundance (+100)
Asteroid
- 40 spaces available
- High mass abundance (+150)
- High energy abundance (+150)
Colonization
- Settle uninhabited planets/asteroids
- A single Colony Ship is required to colonize a planet/asteroid
- Must have a Planetary Governer available
Invasion
- Capture Colonies from hostile players
- Fleet must be in the same square as the hostile Colony
- No hostile fleets present in the same square as the Colony
- Only Droids can invade a Colony
- Only Drop Ships can carry Droids in a fleet
- Must have a Planetary Governer available
Inter-Planetary Travel
- Inter-Planetary travel is travel between two locations in the same system.
- Within any system travel time is 4 turns
Inter-Stellar Travel
- Inter-Stellar travel is travel between two jump gates in connected systems.
- Travel time to an Allied system (allied colonies, no hostile colonies) is 4 turns.
- Travel time to a Contested system (allied & hostile colonies) is 6 turns.
- Travel time to a Neutral system (no colonies) is 8 turns.
- Travel time to a Hostile system (only hostile colonies) is 8 turns.
Posted Thursday, October 9th, 2008 at 7:26 pm
Filed Under Category: Uncategorized
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I liked the way you are going to handle the e-mail.
the addision of the three other noncombat ships will make the game more fun, and the jump ship is a good idea to add.