[MOD] Complex Empire (A HW2 Classic Mod)

I bring to you this nearly completed mod after 2 1/2 years in the making. Begun with the simple original intent of merging Complex 9.1 with some other favorites, it has now transformed into something quite satisfyingly different.

It is important to note that this mod borrows many assets from many different places, and, though it has been difficult to acquire permission to use all models from all authors as of the time this posting, it will be important to assign proper credit to everyone prior to this mod’s final release. A detailed breakdown of each asset’s origin has unfortunately been lost on a deceased external hard-drive so it would be appreciated if any such authors could contact me for proper inclusion in the credits (which will be posted for final review prior to the mod’s release) in the event they have been accidentally overlooked.

Complex Empire Overview:
This project combines the artistic talents of as many contributing members of the old HW2c community as possible in an effort to create something of a functioning museum. To this end, every available mod (somewhere in the neighbourhood of 39) has been combined within the Complex 9.1 framework in order to bring forth this expanded concept. This is for the long-player—the empire builder. This is not a game that will end within a few hours.

Key Concepts:

  1. The player begins with three principle pieces of the Empire; losing all three means the loss of the game
    a. Capital City: a vital station that sits at the heart of the Empire. It is capable of creating utilities capable of manufacturing the Tanis Shipyard should this facility be lost.
    b. Tanis Shipyard: a Flagship building station that is capable of replacing the Mothership if required.
    c. Mothership: the Empire’s primary Flagship, it is a source of all Sub-Stations, including a facility able to replace the Capital City if necessary.

  2. Sub-Stations Matter A Great Deal
    a. Sub-Stations are small, satellite stations buildable only by the Mothership as expansions of its basic systems
    b. There are now 16 sub-stations that make up this entourage. These facilities are very important as they provide the gateways to almost everything else. Rushing strategies that seek only to target these sub-stations might be the only means of carrying out a successful and impactful raid…but be warned, these structures are not easily vanquished in the early game.

  3. Mothership Manufacturing Restrictions
    a. The mothership is able to manufacture only the basic versions of each ship class
    b. Due to the inefficient nature of attempting to produce such a wide variety of ships all in one facility, the mothership produces ships at a rate of about 50% that of dedicated factories

  4. Focuses Add Variety To Gameplay
    a. There are now 14 different focuses available for the player to choose so that no match against an opponent need ever be played out with the same strategy
    b. Each focus is mutually exclusive, providing unique stations, ships, research, and abilities

  5. Enhanced Economy
    a. There are now several different ways to earn R.U.s throughout the game, beyond the basic harvesting, depending on which focus is chosen and which ships are built
    b. Economic activity scales up with the introduction of multiple mineral type harvesting and the availability of industrial, financial, and commercial stations and ships
    i. Examples include interest bearing accounts, commodities and stock markets, goods factories, commercial export gates, and passenger deliveries
    c. Numerous support ships pursue their individual routes of picking up and delivering raw and processed goods as more production stations are added to the Empire

  6. Expanded Resources
    a. Collectors now harvest a variety of different minerals from mines, asteroids, and debris stations. These minerals are required for the production of armour, weapon systems, shields, means of propulsion, power, and access to hyperspace.

  7. Increased Unit Caps Are Controlled By An Expanded Crew
    a. The Space Navy has its primary offices in the Admiralty Headquarters Station and has barracks on the Space Navy Crew Station
    i. Responsible for all ships larger than Frigates, with the exceptions of Carriers and Flagships, a lack of Navy crewmembers will prevent construction of these ships.
    b. The Space Army is based in the Marine Training Facility and has barracks on the Space Army Crew Station
    i. Responsible for all Marine Ships, Platforms and most military Stations, including the Tanis Shipyard
    c. The Space Force has its principal command at the Academy and has barracks on the Space Force Crew Station
    i. Responsible for all Strikecraft, including Fighters, Bombers, and Corvettes, as well as Carriers and Flagships, including the Mothership
    d. Scientists, Engineers, Professionals, Agents, Labourers, and Leisurists make up members of the Civilian Population who also provide vital roles for the Empire

  8. Unit Types
    a. There are 4 different unit types available to deploy depending on which focus is chosen. They are:
    i. Home Fleet (unit-cap based on a mix of population and resources)
    ii. Mercenary (unit-cap based on honour, with one-shot fleets)
    iii. Ally (unit-cap based on diplomatic standing)
    iv. Trade Group (unit-cap based on resources)

  9. Unit Classes
    a. Unit classes have been expanded to 39 different categories
    b. Small weapons will typically not penetrate larger targets while larger weapons are unable to target smaller ships

  10. Weapon And Shield Types
    a. The 6 different weapon types have different levels of impact based on which shields are being used
    b. Energy weapons and their corresponding shield counters have further been broken down into 11 sub-categories

  11. Armour Classes
    a. There are now 83 different armour classes, corresponding to a combination of ship size and shield type

  12. Gameplay

a. The overall concept is to build up the player’s economy and/or forces by whichever method is preferred before launching an assault on the player’s opponents—all while keeping in mind the following important strategic differences:

b. Rushing strategies against the Mothership will typically not work
i. The Mothership and corresponding stations have been furnished with sufficient staying power that all efforts to rush an opponent prior to building up a sizeable fleet will be entirely in vain

c. Only Carriers and Flagships can hyperspace directly; all other ships must use gates or dock with one of the two hyperspace classes above
i. This means that Carriers play a strategic role in positioning the player’s fleet and that it is no longer possible to jump in and out of an area without some advanced planning
ii. Placing a fleet in the wrong sector can now be a serious mistake
iii. Multiple fleets of various sizes guarding strategic points rather than one large, jump-fleet is probably the best way to survive

d. Bigger is not always better…
i. Without Hyperspace being available to larger ships they can now be outflanked by smaller, swifter moving fleets so considerations must be made before always investing in larger technology
ii. Bombers remain strong assets against capital ships

e. …except when it is
i. Stations are strong and meant to last—a wartime society that does not invest the utmost importance into the hull strength of its most vital assets is not likely to long survive
ii. The best means of dealing with them is the use of large ships. Anything less than a cruiser will have minimal impact

f. Defensive perimeters can be important
i. Without hyperspace jumps making the battlefield entirely random, it is now possible to visualize pathways of most probable attack and plan accordingly

g. Stations and Carriers are expensive…
i. …and so is almost everything else so the player cannot expect to be able to build large fleets early. The best strategy is to manage reasonable resource operations guarded by small fleets until the player’s economy has matured. Things will scale up fairly quickly once this has been allowed to progress properly

h. If slow moving ships are taking too long to traverse space, consider using one of the station tug ships to guard it. This will greatly increase its speed.
i. Stations (other than sub-stations) have very slow movement so position them carefully!
i. This is to underscore the fact that population centers should largely be stable and set up with long-range planning in mind from the onset.

j. This is not meant to be a quick game
i. Set aside some serious time if you plan to play a game to completion—it will take a while
ii. There are well over 1800 unique ships/stations (~3000 due to slight variations) in this game as well as over 5300 different weapons so take some time to explore as deeply as desired—chances are the player will not see all of them even after many different games

k. The Vaygr will never be able to have the same array of options as the Hiigarans due to limitations in the game engine so if playing against the AI it is recommended grouping multiple Vaygr opponents under a single unified team or else increasing their difficulty levels individually. If playing against human players it is recommended that all choose Hiigaran.
i) The Vaygr have a substantial advantage over the Hiigaran in the mid-game due to the reduced time required to achieve capital ships, but the Hiigaran’s access to a greater range of later game offensive options should easily tip the scales in their favor.
ii) The early game Vaygr should be countered by a player’s properly deployed defensive network to guard against the vulnerability that so many production stations and trade routes may cause

3 Likes

Crew Overview Screen

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Resource Totals Screen

Key starting ships: Mothership, Tanis Shipyard, and Capital City

1 Like

List of Mothership Substations:

a. Diplomacy And Fleet Control Sub-Station
i. The only means of contacting any of the 27 different potential allied fleets
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ii. Allows the establishing of Embassies in neighbouring empires
1. Embassies increase race-relationship points. Higher embassy points will allow access to larger ally forces.
2. Embassies allow the forging of alliances
3. Alliances enable the ability to encourage allies to spawn ships from any of the available Allied Bases or Flagships based on the Ally Command Panel settings
a. Allied fleets have no up-front costs, but high maintenance costs
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iii. Allows access to individual Ally Control Panels found on each allied station:
1. Summon Assistance: Allied nations will consider the player’s goodwill standing and supply fleets accordingly at no up-front costs based on honour points, the length of their relationship with the player, and the player’s past interactions with the ally. Prolonged summons will have a negative impact on goodwill over time.
2. Increase Goodwill: A percentage of income will be diverted towards the spread of goodwill in the allied nation (generally 100 R.U.s per relationship level will be paid out twice per turn)
3. Maintain Ties: A neutral setting that neither increases, nor decreases goodwill (generally 10 R.U.s per relationship level will be paid out twice per turn)
4. Steal Ship (Available with Advanced Infiltration Focus): Take advantage of the player’s position of trust by stealing an ally’s ship. The size of the vessel and the chance of success vary depending on the length of the relationship, but getting caught could have serious consequences!
5. Embezzle Funds (Available with Advanced Stealth Focus): steal from the treasury or make off with valuable works of art to be sold on the black market. The chance of success and the amount taken varies with the length of the relationship, but getting caught could have serious consequences!
6. Export Goods (Available with Advanced Finances Focus): promote trade within the allied empire, increasing returns based upon the duration of the relationship
7. Establish Research Pact (Available with Advanced Science): Establish collaborative research ventures to accelerate learning and access otherwise inaccessible technology
8. Break Alliance: convert remaining embassy points to R.U.s and cut all ties with the ally
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iv. Allows access to the Ally Override Control Panel, with four chief settings:
1. Summon Assistance: All allied stations will have their control panels set to Summon Assistance
2. Increase Goodwill: All allied stations will have their control panels set to Increase Goodwill
3. Maintain Ties: All allied stations will have their control panel set to Maintain Ties
4. Cancel Global Commands: All allied stations will return to independent controls
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v. Provides access to the Allied Station and Gate Construction ship
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vi. Provides access to the Station Tug, a ship capable of greatly enhancing the speed of the player’s stations as they are placed in position
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vii. Provides access to Navigation Buoys to control fleet traffic
1. Increase ship overall speed and acceleration, at the expense of accuracy
a. Fleet Command overrides some of the ship’s manual controls to achieve improved accelerations and speeds
b. Useful in laying out short navigation waypoint systems or for creating set areas of fleet superiority (eg designing runways from production stations to muster points or hyperspace gates; or for establishing defensive spheres where combat is likely to occur)
c. Decreased accuracy is the inevitable result of this enhancement technology
2. Increase ship main maximum attainable speed only, at the expense of potential damage
a. Fleet Command overrides some of the ship’s manual controls to achieve prolonged, increased speed
b. Useful in laying out extended navigation waypoint systems (eg. for long-distance commercial operations) or for placing between Carriers and an anticipated area of engagement in order to boost entry into battle or retreat
c. Decreased damage is the direct result of transferring more power to the engine and thereby away from weapons systems
b. Underground Beacon Sub-Station
i. The main means of accessing any of the 86 Mercenary fleets on their secret underground frequencies
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ii. Allows access to the Mercenary Control Panel, with six chief settings:
1. Hire Dark Mercenaries: Allows the player to spend a higher combination of honour points and R.U.s to hire Mercenaries with some of the worst reputations possible. This option will be available if the player’s honour level is below a certain threshold (must have Offensive Mercenary Gate)
2. Hire Neutral Mercenaries: Allows the player to spend a moderate combination of Honour and R.U.s to hire Moderate Mercenaries. This option will be available if the player’s honour level is above a certain threshold (must have either Mercenary Gate)
3. Hire Light Mercenaries: Allows the player to spend a lower combination of Honour and R.U.s to hire from among some of the more reputable mercenary groups. This option will be available if the player’s honour level is above a certain threshold (must have Defensive Mercenary Gate)
4. Supply Arms: Allows the player to supply arms to known mercenary groups, decreasing honour points, but increasing R.U.s (must have Industrial Station and either Mercenary Gate, requires Advanced Finances)
5. Usurp Leadership (available if playing with the Advanced Infiltration Focus): Infiltrate a given Mercenary Group in order to take control of its fleet without R.U. cost. Expect a large honour penalty proportional to the size of the fleet
6. Keep Options Open: A neutral setting that allows the player to bide his time
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iii. Provides access to the Hyperspace Gate Construction ship
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iv. The Advanced Infiltration Focus is available through this station
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v. Provides access to Distortion Probes:
1. Decrease Allied hyperspace recovery time
a. Electronic synchronizer that greatly increases individual ship’s computers capacity to re-calculate hyperspace coordinates
b. Useful near muster areas which ferrying Carriers might frequent in order to immediately return them to active service
2. Enhance Enemy hyperspace recovery time
a. Electronic scrambler that targets enemy hyperspace drive, infecting it with a virus that delays re-use of the system
b. Useful near strategic points where the player wishes to encourage enemy Carriers or Flagships to enter, but not to easily escape (eg. a region in which the player has a strong, but concealed presence in order to launch an ambush)
3. Enhance Enemy hyperspace transit time
a. Pulse scrambler that fragments the enemy hyperspace signal, creating uncertainty and thereby delaying the sequence necessary to exit hyperspace
b. Useful near strategic points where the player wishes to delay enemy incursions rather than outright halting them with a more costly inhibitor, or to place near locations where an inhibitor would be impossible (such as right next to enemy hyperspace gates—where it functions particularly well if utilized along with a cloaking beacon) to cost effectively slow an inevitable invasion
4. Reduce Enemy primary sensors range
a. Energy refractor that diminishes a ship’s capacity to properly read its nearby environs
b. Useful in advance of vanguard positions, surrounding distant outposts, or near long-range weapons in order to effectively slow the response time of enemy ships from attacking by narrowing the range in which they might detect nearby targets. Can serve to camouflage the extent of a player’s true fleet strength
5. Reduce Enemy secondary sensors range
a. Lensing technology that helps to create feedback loops to successfully blank out nearby space from long-range sensors
b. Useful as a means of hiding activity from long-range enemy interest (such as muster points or distant bases)
6. Enhance Enemy sensors distortion
a. An Electronics Counter-Counter Measure device that uses the enemy’s own coding system to confuse its signals
b. Useful in regions in which it is suspected that the enemy is also using distortion probes, this will greatly assist to mitigate their effectiveness
7. Reduce Enemy visual range
a. Using a combination of light scattering technology and frequency jammers this probe is able to greatly reduce nearby visibility
b. Useful as a means of clouding enemy sights, especially against the prying distance afforded by Probes. Also helpful in the later game as larger ships will come onto the field of play with considerably wider visual range
8. Reduce Enemy weapon accuracy
a. Sends a constantly changing signal that interferes with Enemy friend-or-foe recognition systems
b. Useful as a cost-effective means of swinging an otherwise evenly matched battle into the player’s favor. Deploy these into typically contested regions or along a defensive perimeter
c. Commercial Sub-Station
i. This small resource storage station is the focus for much of the player’s commercial operations and provides a harvesting bonus to nearby resource operations.
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ii. Provides access to Commercial Stations, the principle selling platforms for the player’s manufactured goods
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iii. Provides access to Resource Stations, the heart of the player’s operations
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iv. Provides storage for each raw resource type
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v. Allows access to the Commercial Orders Panel with 4 main options:
1. Gather: Places resource operations on accrual mode, storing up all product for future needs
2. Buy: Begin exchanging R.U.s for resources via the Commercial Gate (with Advanced Finances Focus)
3. Sell: Begin shipping extra resources either to the Commercial market (with Advanced Finances Focus) or to the Export Gate (requires Commercial Stations/Export Gate). Resources will be sold at the current market rate until it changes. Resources will be sold in proportion to current supply.
4. Protect: Sends all resource ships to safety inside their respective stations
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vi. Provides access to Electronic Override Probes:
1. Increase resource capacity, at the expense of ship health
a. Overrides ship’s safety shut-off in order to enable over-loading
b. Useful to encourage R.U. resource units to carry more in areas when harvesting in required above all other considerations
c. Causes additional wear-and-tear on the vessel
2. Increase resource collection rate, at the expense of ship health
a. Overrides ship’s actuators in order to push the limits of gathering speed
b. Useful to encourage R.U. resource units to collect at a faster rate than usual when harvesting is required above all other considerations
c. Causes additional wear-and-tear on the vessel
3. Increase resource drop-off rate, at the expense of ship health
a. Overrides ship’s typical unloading buffers in order to enable swift unloading
b. Useful to encourage R.U. resource units to collect at a faster rate than usual when harvesting is required above all other considerations
c. Causes additional wear-and-tear on the vessel as well as some damage to the controller
d. Financial Sub-Station
i. Provides a 10,000 R.U. storage facility as well as additional buildable 1500 R.U. storage banks* [*pending]
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ii. The Advanced Finances Focus is available through this station
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iii. Provides access to Market Manipulation Probes
1. Decrease hyperspace cost
a. Allows marketplace manipulations in certain target areas that decrease the cost of hyperspace components, fuels, and systems
b. Useful near hyperspace staging areas such as Carrier/Flagship rendezvous points or possibly near hyperspace gates* (*s/b verified)
2. Enhance Enemy hyperspace cost
a. Allows marketplace manipulations in certain target areas that increase the cost of hyperspace components, fuels, and systems
b. Useful near enemy hyperspace staging areas such as Carrier/Flagship rendezvous points or possibly near hyperspace gates* (*s/b verified). Consider coupling this with a cloaking probe to help avoid discovery
e. Engineering Sub-Station
i. The only way to build larger stations is to first engineer their design through the options provided at this station
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ii. Provides access to the Engineering Shipyard and Flagship Stations
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iii. The Advanced Armour Focus is available through this station
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iv. The Advanced Engine Focus is available through this station
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v. Provides access to the Engineering Command Shuttle
1. The Command Shuttle provides a site overseer to construction projects
a. Using the site overseer reduces the build time of projects by 10%
b. Useful near manufacturing stations or production ships
c. The overseer commands a high wage, however, so anticipate a hefty annual cost for his services
2. The Command Shuttle is over-engineered and so is not only hyperspace capable, but also naturally immune to hyperspace abort damage
3. The site overseer also scans passing ships for any flaws in their external armour, bestowing a small boost to their maximum health
4. The player is allowed only one overseer
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vi. Provides access to Engineering Probes
1. Increase build speed
a. Provides monitoring stations from which engineers can better supervise production, increasing build speed by 10% within their operational range
b. Useful near production stations and ships
2. Decrease Hyperspace abort damage
a. Provides a constantly monitored area when up to the minute diagnostics and transit corrections can be applied in the event of the unthinkable: the failure of a hyperspace gate or jump ship
b. Useful near hyperspace gates as well as around carrier staging areas
3. Increase ship health
a. Provides engineers with the ability to scan passing ships for flaws in their external armour and allowing for preventative maintenance, bestowing a small boost to their maximum health
b. Useful near combat regions, defensive outposts, resourcing operations, or anywhere where large congregations of ships might be expected
f. Power Sub-Station
i. This station still provides all of the player’s energy needs just as in previous versions, with the slight difference that the player is no longer restricted to only a single station at a time
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ii. The Advanced Shield Focus is available through this station
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iii. Provides access to Energy Field Emitters:
1. Increase defense field time
a. A secondary power source that recharges when not in use, this emitter will lengthen the duration of this very power-intensive energy field in nearby ships
b. Useful near stations that produce defense-fields or as part of a defensive perimeter near which defense-field producing ships might be stationed
2. Decrease dust cloud sensitivity
a. A small field generator that filters the harmful effects of ionized dust-clouds, this simple device can greatly reduce electrical damage produced in these areas
b. Useful near engagement fields where ionized weapons might be conceivably deployed within or near dust-clouds
3. Increase maximum shields
a. A secondary power source that recharges when not in use, this emitter will provide additional power to shields in order to enhance their effectiveness
b. Useful in areas where EMP blasts are most often encountered such as along a defensive perimeter or near ship staging areas
4. Decrease nebula sensitivity
a. A small field generator that filters the harmful effects of radiation caused by nebulas
b. Useful near bases or resource areas located within or near radiated areas
5. Increase shield regeneration rate
a. A secondary power source that recharges when not in use, this emitter will assist in regenerating defense shields
b. Useful near stations that produce defense-fields or as part of a defensive perimeter near which defense-field producing ships might be stationed
6. Reduce Enemy defense field time
a. A reverse polarity generator that effectively absorbs nearby Enemy energy sources and disperses it to the cosmos
b. Useful in areas where incursions of Enemy ships might be expected, or deployed in advance of an invasion
7. Reduce Enemy weapon damage
a. A dampener field producing generator that is capable of absorbing some of the energy from Enemy weapons
b. Useful in areas of common engagement, by resource areas, or temporarily deployed in the midst of a nearby battle
8. Gravity well
a. A reverse-field generator capable of establishing a localized gravitational anomaly that slows all ships in the vicinity
b. Useful in areas where Enemy ships are operating or near the far edges of a defensive perimeter where Enemies might be prone to enter. Can also be helpful near isolated stations to reduce the velocity of missiles and Enemy bombers in order to improve point defense systems, or as a perimeter around resourcing areas
c. Slows both Enemy and player’s ships
g. Industrial Sub-Station
i. The Hydraxium Fuel Station is the principle storage facility for the liquefied phase of the propellant used throughout the player’s empire. Though smaller vessels are typically capable of managing off of the reserve supplied by the Mothership, larger ships will require a more dedicated supply.
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ii. Provides storage for liquid Hydraxium
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iii. Provides access to ships larger than Frigates.
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iv. Provides access to Industrial Stations such as:
1. The Industrial Complex, the heart of the player’s manufacturing empire. It provides the means to manufacture:
a. Sub-Capital ships (Heavy Frigates, Destroyers, Light Cruisers)
b. Capital ships (Cruisers, Heavy Cruisers, Heavy Platforms, and Carriers)
2. The Refinery, a facility for transforming liquid-based Hydraxium into a solid state
3. The Smelter, a facility for processing metallic ores into purified ingots
4. The Shaping facility that transforms crystalline deposits into multi-facetted crystals
5. The Enriching facility that upgrades both Codrah and Throrium into more powerful isotopes
6. The Rod Manufacturing plant that creates the hyperspace-enabling Codrah fuel rods, and the energy providing Thorium power rods
7. The Heavy Fusion Reactor, a facility for transforming various ingots into enhanced alloys and for imbuing crystals with the energy necessary to provide shielding tesseracts or weapon cores.
8. The Heavy Industrial Complex, a manufacturing facility of finished products of vast proportions
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v. Provides access to Industrial Standards Probes:
1. Decrease hyperspace time
a. Improved component sets allow hyperspace gates to function more efficiently
b. Useful if deployed near the entrances to hyperspace gates to reduce transit time
2. Enhance Enemy hyperspace abort damage
a. An experimental probe that vibrates at just the right frequency to potentially enhance damage taken by ships in transit using hyperspace gates
b. Best deployed by rival hyperspace gates prior to destruction
c. Is experimental and may not produce the intended results
3. Reduce Enemy main engine maximum speed
a. A probe that emits a high frequency vibration specially attuned to the engine signatures of Enemy vessels in order to desynchronize their settings and thereby slow the vessel’s main speed, with the potential consequence of enhancing weapon damage
b. Useful in areas where enemy ships rely on speed such as at resourcing operations, along known ship pathways, near defensive perimeters, or at the edges of engagement areas to slow incoming and retreating ships
c. One potential side-effect of this manipulation, however, is the allowance of enemy vessels to do more damage as less energy is devoted to engines and therefor available for weapons systems
4. Reduce Enemy resource capacity
a. A probe that sends out false-full signals to encourage Enemy resource collectors to return with partial loads
b. Useful near enemy resourcing areas
5. Reduce Enemy resource collection rate
a. A probe that sends out false signals to encourage Enemy resource collectors to gather at a reduced speed
b. Useful near enemy resourcing areas
6. Reduce Enemy resource drop off rate
a. A probe that sends out misalignment signals to increase the time necessary for Enemy resource collectors to unload product
b. Best deployed near Enemy resource controllers
7. Reduce Enemy thrusters and acceleration speed, with the side effect of enhancing accuracy
a. A probe that emits a high frequency vibration specially attuned to the engine signatures of Enemy vessels in order to desynchronize their settings and thereby slow the vessel’s thruster and acceleration speeds
b. Useful near engagement areas or near stations to reduce Enemy maneuverability
c. Beware as this effect can also cause an increase in Enemy accuracy
8. Reduce Enemy shield regeneration rate
a. This probe takes advantage of a known frequency flaw in most shield generators, effectively pulsing this signal in order to reduce proper recharging
b. Useful where enemies may deploy any form of defensive shields
9. Reduce Enemy ship hold repair speed
a. Having access to a full database of flawed enemy componentry, this devise resonates along the fracture frequency of the most vulnerable equipment, delaying repairs and inducing new breakages
b. Best used along with a cloaking device in order to be able to deploy near enemy ship repair ships and stations
h. Space Navy Crew Sub-Station
i. This is still the player’s primary barracks with the main difference being the player is no longer restricted to a single station
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ii. Spacy Navy Crew is responsible for all ships larger than Heavy Corvettes, with the exception of Carriers and Flagships
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iii. Each increase in rank affords the player additional crew
1. Ensign
a. Crew gained with barracks built: 80 - 150
2. Lieutenant
a. Crew gained with barracks built: 160 - 300
b. Officers gained with barracks built: 3 - 10
3. Commander
a. Crew gained with barracks built: 320 - 600
b. Officers gained with barracks built: 6 - 20
4. Captain
a. Crew gained with barracks built: 640 - 1200
b. Officers gained with barracks built: 12 - 40
5. Commodore
a. Crew gained with barracks built: 1280 - 2400
b. Officers gained with barracks built: 24 - 80
6. Rear Admiral (also requires Large Produce Station)
a. Crew gained with barracks built: 2560 - 4800
b. Officers gained with barracks built: 48 – 160
c. Gains access to the Trust Of Hiigara Flagship
7. Vice Admiral
a. Crew gained with barracks built: 5120 - 9600
b. Officers gained with barracks built: 96 – 320
c. Gains access to the Honor Of Hiigara Flagship
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iv. Provides access to other Crew Stations such as:
1. The Admiralty Headquarters, for increased crew levels
a. Admiral
i. Crew gained with barracks built: 10,240 - 19,200
ii. Officers gained with barracks built: 192 – 640
iii. Gains access to the Defender Of Hiigara Flagship
b. Fleet Admiral
i. Crew gained with barracks built: 20,480 - 38,400
ii. Officers gained with barracks built: 384 – 1280
iii. Gains access to the Guardian Of Hiigara Flagship
c. Galactic Admiral
i. Crew gained with barracks built: 40,960 - 76,800
ii. Officers gained with barracks built: 768 – 2560
d. Supreme Commander
i. Crew gained with barracks built: 81,920 - 153,600
ii. Officers gained with barracks built: 1536 - 5120
e. Supreme Sovereign
i. Crew gained with barracks built: 163,840 – 307,200
f. Emperor
i. Crew gained with barracks built: 327,680 - 614,400
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v. The Advanced Infiltration Focus is available at this station
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vi. Provides access to Vulnerability Probes
1. Increase capture speed
a. Maps nearby ships and stations for life signs in order to provide invading marines with the most effective targets in order to swiftly eliminate resistance
b. Useful if deployed in advance of intended marine attacks
2. Reduce Enemy build speed
a. Transmits instructions to agents within the Enemy empire to cause acts of sabotage at key times and locations
b. Useful if deployed near enemy construction bases and carriers
3. Reduce Enemy capture rate
a. Provides defending marines with precise details of invading ships while also masking true numbers and locations of allied defenders
b. Very helpful near targets vulnerable to invasion such as isolated stations and carrier muster points
4. Reduce Enemy ship health regeneration rate
a. Transmits instructions to agents within the Enemy empire to cause acts of sabotage at key times and locations
b. Useful if deployed near enemy battle groups and capital vessels
i. Space Army Crew Sub-Station
i. Spacy Army Crew is responsible for all Platforms, Heavy Platforms, Emplacements, Battlestations, and non-civilian Stations
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ii. Each increase in rank affords the player additional crew
1. Private
2. Corporal
3. Sergeant
4. Brigadier
5. Master
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iii. Provides access to other Crew Stations such as:
1. The Marine Barracks, for infiltration forces
j. Space Force Crew Sub-Station
i. Spacy Force Crew is responsible for all Strikecraft (Scouts, Fighters, Bombers, Corvettes, Heavy Corvettes), Carriers, and Flagships
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ii. Each increase in rank affords the player additional crew
1. Private
2. Corporal
3. Sergeant
4. Brigadier
5. Master
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iii. Provides access to other Crew Stations such as:
1. The Academy
k. Research Sub-Station
i. This is still the player’s primary research base
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ii. Provides access to the Advanced Science Focus
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iii. The Advanced Targeting Focus is available through this station
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iv. The Advanced Science Focus is available through this station
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v. Provides access to Advanced Physics Probes
1. Increase cloaking strength
a. An amplifier for nearby cloaking generators to boost the effectiveness of their light-bending signals
b. Useful near stations that use cloaking devices
2. Increase cloaking time
a. Emits an advanced energy field that is capable of resonating in sequence with a nearby cloaking generator in order to reduce the energy necessary in order to function
b. Useful near stations that use cloaking devices
3. Increase weapon accuracy
a. Sophisticated computers that assist onboard ship systems to better triangulate and lock on nearby enemies
b. Useful near capital ship mustering areas, defensive Emplacements, Platforms, or Stations
4. Reduce Enemy cloak detection
a. Transmits code that derails Enemy cloaking detectors by providing sufficient false positives to render the search for real targets much more difficult
b. Useful near the edges of stations or staging areas under the protection of cloaking devices
5. Reduce Enemy cloaking time
a. A probe that uses Alpha particles to weaken nearby cloaking modulators
b. Useful in areas where cloaked ships are suspected to frequent
6. Gravitron Generator
a. A probe that uses a captive feedback resonance to create an artificial gravity field that increases the main engine speed of all nearby ships
b. Useful in areas where the acceleration of enemy ships simply will not matter, such as on attack run pathways or at secure resourcing operations
c. Will also increase the speed of Enemy ships so do not forget where these have been deployed
7. Hyperspace Inhibitor
a. A probe that is able to warp space in a region in order to prevent hyperspace access
b. Useful near any important structures or operations that could be subject to unexpected attack
l. Information Bureau Sub-Station
i. The Information Bureau serves as the heart of the player’s bureaucracy. It provides a source of direction and advice to the military branch
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ii. Allows access to the Advanced Focuses options
1. Advanced Armour provides facilities that can create units with up to 8 different armour types
2. Advanced Damage provides facilities that can create units with a 25% bonus to all damage dealt as well as ships that do increased focused damage to a given ship class
3. Advanced Defenses provides facilities that can create units with defensive shield capabilities as well as Enhanced Defensive Platforms, Large Platforms, Emplacements, and Battlestations
4. Advanced Efficiency provides facilities that can create units much more swiftly than regular shipyards as well as the ability for fleet batch production commands
5. Advanced Engines provides facilities that can create units with up to 12 different engine upgrades
6. Advanced Finances provides access to a variety of wealth enhancing ships and facilities and is required for use of the advanced economy
7. Advanced Infiltration provides access to improved capturing abilities as well as the usurping of mercenary fleets
8. Advanced Missiles provides facilities that can create units with much more powerful missiles than would otherwise be possible, including the ability to launch heavy nukes, planet killer large missiles, and Juggernauts
9. Advanced Repair provides facilities that can create the only units with self-regeneration capabilities
10. Advanced Science provides facilities that accelerate learning, reducing research times and fast-tracking many achievements with the use of the science fleet and super-computer, available through the Advanced Science Station
11. Advanced Shields provides facilities that can create units with up to 11 different shield types, each of which is capable of almost completely blocking all damage from beam weapons of that level or lower
12. Advanced Stealth provides facilities that can create units with enhanced stealth capabilities
13. Advanced Targeting provides facilities that can create units with 200% increased accuracy as well as ships that are able to focus target a single ship class
14. Advanced Weapons provides facilities that can create units with truly powerful weapons typically outside of normal research paths and allows the player to develop focused armaments in 12 different categories
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iii. Provides access to Civilian Stations such as:
1. The Population Station, where civilians can multiply to fill the player’s tax coffers
2. Neighbouring City, a large city-station which will greatly spur on economic activity for the Empire
3. Capital Station, the metropolis at the heart of the Empire
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iv. Provides access to Information Probes
1. Increase primary sensors range
a. A probe that scans the infrared spectrum to provide an improved awareness of approaching enemies
b. Useful anywhere where the enemies might be lurking
2. Increase secondary sensors range
a. A probe that scans the x-ray spectrum to provide an improved awareness of distant enemies
b. Useful to provide an overall awareness of distant enemy operations
3. Decrease sensor distortion
a. A probe that scans all spectrums to better differentiate between real signals and distortions
b. Useful in ranges where enemy distortion probes are extant
4. Increase visual range
a. A probe that scans the visual spectrum to provide an improved line of sight of approaching enemies
b. Useful anywhere where the enemies might be lurking
5. Map Ping
a. A probe that can reveal the entire map view with a sensory ping
b. Useful for temporary glimpses of enemy activity
m. Weapon Sub-Station
i. This is still the great defensive weapons platform it has always been
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ii. The Advanced Defenses Focus is available through this station
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iii. The Advanced Weapons Focus is available through this station
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iv. The Advanced Missiles Focus is available through this station
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v. The Advanced Damage Focus is available through this station
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vi. Provides access to Energy Enhancement Probes:
1. Increase weapon damage
a. Provides a field that lenses energy in order to enhance impact damage
b. Useful in engagement areas
2. Enhance Enemy dust cloud sensitivity
a. Provides a field that focuses ionized energy directly to delicate ship systems
b. Useful near dust clouds that might be expected to become engagement or defensive areas. It is considered good policy to include a probe capable of protecting this device itself from localized radiation
3. Reduce Enemy max health
a. Focuses the cosmic radiation of nearby stars in order to wear down Enemy armour
b. Useful near engagement areas or defensive perimeters
4. Reduce Enemy max shield
a. Uses energetic lensing to leach power from nearby shields
b. Useful near engagement areas or defensive perimeters where ships with heavy shields might be expected to operate
5. Enhance Enemy nebula sensitivity
a. Creates a field that effectively punches holes in standard shielding, increasing the ability for damaging radiation from nebulas to destroy onboard systems
b. Deploy near nebulas, especially along the edges of resource operations or transit lanes. It is considered good policy to include a probe capable of protecting this device itself from localized radiation
n. Recycling Sub-Station
i. A means of automatically converting a portion of the player’s maintenance expenses back into Gillium. Replaces the Recycling Research option if not already built
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ii. The Advanced Efficiency Focus is available through this station
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iii. The Advanced Repair Focus is available through this station
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iv. Nano Assembly Fields are available through this station
1. Increase health regeneration rate
a. Microscopic robots permeating a localized field will bring about improved repair rates to ships capable of this function (requires Advanced Repair Focus)
b. Deploy in regions where recovery from combat is likely to occur
2. Increase ship hold repair speed
a. Microscopic robots permeating a localized field will bring about improved repair rates to ships docked within repair bays
b. Deploy near safe harbours where recovery from combat is likely to occur
o. Espionage Sub-Station
i. A facility that serves as the heart of the player’s intelligence gathering network. It provides access to Espionage Points, which can be used either offensively or defensively
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ii. Allows access to the Espionage Control Panel with seven main options:
1. Train Defensive Agents: add additional spies to the player’s roster for a given number of R.U.s per turn. Defensive agents aid in the accruing of Defensive Espionage Points, useable to counter those of offensive agents
2. Deploy Offensive Agents: add available spies to the player’s network. Spies will be sent off at a given rate each turn in order to allow the player to perform overt actions. The greater number of offensive agents installed, the better chance of a successful mission being carried out in the future
3. Hiijack Ship (requires Advanced Infiltration Focus): take possession of a random enemy ship and attempt to pilot it to safety. Ship size is based on the amount of Offensive Espionage Points accrued
4. Scuttle Ship (requires Advanced Stealth Focus): sabotage an Enemy ship by causing its core to explode. Ship size is based on the amount of Offensive Espionage Points accrued
5. Steal Technology: take hold of a rival technology otherwise unknown. Rate of success is based on the amount of Offensive Espionage Points accrued
6. Steal Rival Ship Plans: attempt to construct a ship belonging to a rival empire. Requires the Alien Framework Station (buildable from the Science Construction Ship)
7. Place Bureau On Standby: a neutral setting best selected during times of austerity
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iii. The Advanced Stealth Focus is available through this station
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iv. Provides access to Spy Probes
1. Increase cloak detection
a. A probe with a strong sensor array especially attuned to cloak-wave signatures
b. Useful at the edge of a player’s visual range, but not much further as it is most important that rival ships be tracked within operating areas
2. Reduce Enemy cloaking strength
a. A probe that scans in the all non-visual spectrums to provide an improved awareness of absence
b. Useful in areas where cloaked ships are suspected to frequent
3. Cloaking Field Generator
a. A probe with an emitter that sends out oscillated waves perfectly attuned to cancel both visual and infrared spectrums
b. Useful to cloak small areas
p. Fighter Production Sub-Station
i. A facility that builds a wider range of Fighters than are available from the Mothership, and at a faster rate
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ii. Comes complete with a pre-built Fighter Facility