Asteroid Smelter(AsSm): First constructed by the Draka Dominion, these deep space smelters helped the Dominion in their long war with the Arachnid Omnivoracity. AsMs must be constructed in a SY and are much larger than a superdreadnought(150hs in size). AsMs melts down asteroids and prefabs the result into usable components. This system gives an additional 20% increase to SY construction or AsMs are also able to assist SYM to accomplish full construction rates or reduces prefab costs to normal construction cost. Twenty are needed for the system-wide SY bonus, two for full construction bonus(2 per SYM), or two for prefabbing(2 per SY). TL4, cost is 200 each, 150 hs, dev cost: 6,000. TL4
Atmosphere Processors: One of the most amazing engineering feats of all times, the development of the huge Atmospheric Processors by the Binarian Collective revolutionized large-scale terraforming, allowing the Binars to receive substantial revenues from this process. While perfecting this high-tech system, the Binars made tremendous progress in atmospheric manipulation, creating a breakthrough in the terraforming of O2 worlds into T-type planets. Although the initial prototype was rather small, the actual production model was far larger, and far more robust. Atmosphere Processors are visually identifiable from orbit due to their tremendous size. The control room of a Atmosphere Processor is far larger than a warship’s CIC. It is in the political and diplomatic interests of the Collective to NOT release this technology to other races, although they will sell complete self-contained units...at a fairly modest price! TL5. Also invented by the Binars, this data is in addition to their previously posted material. Cost: 1,000 MCr, size 100hs. Effect: adds 100 PU to the capacity of an O2 world per month. When it reaches 3,200 capacity, O2 world is now a T-world. If the processor is taken off-line before then, the world reverts back to O2 at a rate of 200 PU per turn. Fee=1,000 MCr per 100 PU developed. Development is 20,000 MCr. TL5
Battle Sats(Bsx): Development of planetary defenses occurs at many levels, and defensive satellite has often been overlooked, especially by the Basmoli Commonwealth. While exploring a so-called ‘low tech’ planet, they were rudely fired on by planetary defense missiles, and something new: Battle Satellites. The opening phases of the Goog Conflict shocked the Corillian Confederation as they were rapidly pushed back into their Core Systems in desperate battles. They crash development of several new types of Battle Sats helped defend Corillian planets against the voracious Goog. Massively fielded in the Spectre System, the Corillians short-stopped the Goog invasion by deploying hundreds of Battlesats at their Spectre B colony.
TYPE CODE TL csp COST DEV NOTE
Commo Sat BsC Ind2 30 10 2,000 B
Weather Sat BsW Ind2 30 10 2,000 G
B: +3% to GPV for 12 of them
G: +3% to GPV for 12 of them
Gas Giant Mining Centers(GGMC): Development of new technologies is never easy but inventiveness was always part of the Oon psyche. When they built their first Gas Giant Mining Center, dozens of races lined up to buy the new technology from them, including the Spidraxian Imperium. Maintenance support is paid before profits are generated. Profit is 10 MCr per month (plus 1 MCr per TL) per GGMC. There are three different sizes of gas giant, regular Gas Giants (1-3 Jupiters), Super Gas Giants (3-7 Jupiters), and Brown Dwarfs (10-30 Jupiters). Regular GG can have up to 50 GGMC, SGG can have up to 100 GGMC, and BD can have up to 200. Each GGMC cost 80 MCr and is 8,000 to develop. TL5, 35hs in size, must be built in orbit by shipyards.
Grav Transport System(GTS): The creation of an ultra-fast transport system by the Oon race not only increased personnel movement by gravitic ‘trains’ but also the movement of goods as well, increasing a planets’ productivity by 5%. This system is 2,000 hull spaces in size and is built by planetary industry. The system cost 1,500 MCr and is TL5. 10,000 to develop.
Gravitic Cities(GCol): Inveneted by the Dionii race(a deadly Hive Mind race in Ilelish Sector), GCol can be built to increase a planet’s overall PU. Up to 20 GCol can be built per facing, 5 PU each. Considered to be 10hs in size, GCol are built by planetary industry and cost 80MCr each. TL5 and dev cost: 10,000
Laser Transport System(LTS): Upgrade from a GTS. Needs antimatter plants. Increase in GPV, by 15%. The general increase in TL makes the GTS out of date, thus LTS created! FAST! This is a transportation system based on lasers. TL8, 500hs, 800 MCr.
Linear Accelerator Launch System(LALS): In general use by industrial races, the LALS improves a planet‘s GPV by 25%. Ind 1-2 ONLY! 500Mcr, 100hs in size, Ind1. Dev cost: 1,000.
Megahabitats: Building these orbital space colonies increases a planets’ IU by an additional 25% over standard IU. For every 105 HS of megahabitats built, 20 IU is added to a planets’ economy. Ind2. These space stations must have a minimum size of 105 HS. NO maintenance, Ind2. Megahabitats must have the minimum of the following:
S: must have one to protect civilians from solar radiation,
A: must have one to protect from meteorites etc,
BbL: must have at least one per Qc
Qc: x2
H: must have at least one
CHS: need one of some generation(not CHSm though)
Mining Ship(MineS): TL5, Long spindle ship, 80hs, 250MCr, max 100 per system. TLx3=MCr per month they generate(maintenance taken out already). Built around a zero-g smelter and refinery with large storage bays and processing shops. Strategic move 4! TL5 and dev cost: 5,000
Mining Shuttle(mst): TL5, Maneuvers through AF easily, like a runabout, 3x’s the endurance of a st, cargo only! x3 cargo space of a st using exterior cargo storage. Same bbp as st. TL5, costs 40MCr. Dev cost: 2,000.
Moon Extraction Vehicles(Mev): TL5, Also developed by the Selachee race, Mev gives a bonus of +10% to moon GPV for 12 of them. These are giant combine/driller/refineries. The vehicles are 25hs in size and cost 50 MCr each, TL5. Dev cost: 3,000
Moon Mega-Colonies(MCol): TL5, Developed by the contemplative Selachee race, MCol give a +50% to O2 inner moons(rocky planet moons only) by the building of incredibly tall lattice structures and deep underground construction of cities. TL5, 300MCr each(12 needed for the bonus). Built by SY and 50hs in size. Dev cost: 5,000.
Orbital Beanstalks(OB): One of the most revolutionary engineering devices ever created, Orbital Beanstalks revolutionize planet-to-space colonization and commerce by providing cheap two-way traffic via this orbital elevator. Connected to the ground and linked to a small asteroid in space, cargo and passengers can safely, and cheaply, be lifted into space via OBs. First built by the technically elite Tolat race, OBs improve a planets’ economy by 3%. Each planetary hex must have a Orbital Beanstalk to achieve this bonus. OBs are built by planetary industry(not SY) and are considered 80 hull spaces in size. Ind2, 5,000 dev, 300 MCr each. NOTE: Destroys 5% of PU on the planet if the top anchor of the Beanstalk is destroyed(this is because the Beanstalk impacts the surface of the planet). This takes 200 points of damage(missiles do damage as if the target had no DF). Beanstalks are dangerous if they break.
Orbital Warehouses(OWH): TL1, May be built and turned over to the commercial interests of your planet to facilitate trade (and expand your IU). They are built as a SS (with Q/H/BbS) and should be standardized. No offensive weaponry may be mounted on them, although D, S, and A are permitted. For every 25 hull spaces of OWH built, IU is increased by 5! These orbital warehouse must be turned over to the civilians for this IU increase. OWH increases total overall IU by +25% (that is, your total IU expansion, including maximum OWH development, can be up to 75% of the PU). They need NO maintainance.
Quarters-City(Qc): A self-contained living environment. 40 hs, cost 80Mcr, Ind2. Ships may have these installed but are classified as colony ships only. Must have 2 per Megahabitat, 1,000 dev. Using two per 1,000 hs lowers maint by 1% per SS. One Qf/Qc can support 500hs, no need for Q/Lh.
Quarters-Farming(Qf): Same cost and size as Qc. Must have 2 per AgriStn. Ind2
REI Improvement Plant-1st Generation(RPlant1): Created by the all-knowing Binar Collective, these planets improve the REI of moons. It adds +10% to planetary REI index ((vp, p, n, r, vr) every turn (max REI is 1.5/Very Rich). Cost is 1,000 MCr per plant, TL4, research cost is 20,000 MCr, and is built like TK(ie no Q or Lh required-automated plant). Only one per moon! TL4
REI Improvement Plant-2nd Generation(RPlant2): Similar to plant one except cost is 2,500 MCr, 30,000 MCr to develop, and TL8. Adds +0.02 to planetary REI every turn.
Solar Panel Arrays(SPA): TL1, Placed in orbit of a colonized planet, these very large arrays provide an economic bonus of 10%(maximum). Five of these objects must be built to achieve the bonus. Each costs 1000 MCr and are 100 hull spaces in size. Solar panel arrays may be built by multiple shipyards at the same time. TL1. 500 to develop. No maintainance must be paid for them!
Terraforming:
· Minor Terraforming: Available at TL5, can change HI of a planet by one in any direction permanently for 3,000 MCr, 3,000 MCr to develop. (TERm).
· Substantial Terraforming: Available at TL8, can change HI of a planet by two in any direction permanently for 6,000 MCr, 6,000 MCr to develop. (TERs)
· Major Terraforming: Available at TL10, can change HI of a planet by three or more permanently for 10,000 MCr, costs 10,000 MCr to develop. (TERma)
· Complete Terraforming: Available at TL13, can change a O2 world to a T-world for 20,000 MCr, 20,000 MCr to develop. (TERc)
NOTE: Takes time to terraform(10 turns per HI). ST to T or Mass 3 O2 to ST is Complete Terraforming! V to T a different tech! TL6
Tokamak Reactors(TK): TL4, A stand-alone system on a planet's surface. Each TK costs 200 MCr and are 50 hull spaces in size. Building a single TK provides an abundance of cheap energy, encouraging potential colonists to move. Adding TK to any inhabited world adds a 10% bonus to that worlds' GPV. TK do not work on Moons. They cost no maintainance. 5000 to develop.
Pop. Size Numbers of TK needed for bonus
Outpost 1
Colony 1
Settlement 1
Small 3
Medium 6
Large 9
V. Large 12
Underwater Colonies(Ucol): TL6, For water world colonization mainly. Each holds 10 PU. Cannot be bombarded from orbit! 20 per facing for normal worlds or 40 per facing for water worlds. TL5 and costs 200 MCr each. Dev cost: 4,000.
Weather Control Systems(WCS): A fundamentally proven system, the WCS handles planetary environments in many ways, including the control and dissipation of tornadoes. Utilizing standard microwave generators, these tornadoes are ‘zapped’ by using a orbiting network of solar power satellites equipped with vast solar panels. As long as the microwaves are correctly targeted, people on the planet are unaffected because the water vapor absorbs most of the energy targeted at the funnel clouds. This form of weather modification allows greater planetary production, in the form of a boost in GPV, by 5%. These solar panel networks must be constructed, 10 each at 80MCr and 30 hull spaces in size, before the benefit can be made. This system becomes ineffective when Terraforming is used. TL2, dev cost: 3,000.