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Attachment Cost Effects Requirements Description

Extensive
Neo-concrete ● ​ 10%
+ layers of
fortifications 50 Army health neo-concrete
ground
● ​–10% fortifications
Army and bunker
upkeep networks that
offer increased
protection
against orbital
bombardment.
This restricts
the mobility of
the army, but
can be a
deciding factor
in defensive
actions.

Massive
Hunter-killer ​+15%​ Army swarms of
drone swarms 50 damage these relatively
simply
unmanned
aerial vehicles
are unleashed
on enemy
positions in the
hope of
overwhelming
them. Although
a single drone
may not be a
significant
threat to a
trained soldier,
several dozen
are.
Enforcing
Commissar ● ● ​+15% Will to power discipline in an
squads 5 Army army of slaves
0 damage is monumental
task, but these
● ● ​+10% squads of
2 Army hardened
5 morale commissars
have turned it
into an art.
Decimation
and other
harsh
disciplinary
actions are
used to ensure
the slaves fear
the ire of the
commissars
more than the
enemy.

These elite
PSI warriors ● ● ​+10% Psionic Theory warriors are
5 Army shrouded in
0 damage mystery,
relying on their
● ● ​ 15%
+ powerful
2 Morale psionic abilities
5 damage and extensive
physical
training to
move about
the battlefield.
They prefer to
engage their
opponents in
close combat,
and many are
extremely
proficient with
melee
weapons.
These sturdy
Xeno cavalry ● ● ​+10% Morphogenetic war beasts
5 Army Field Mastery make excellent
0 damage mounts, once
they have
● ● ​ 15%
+ finished
2 Army health bonding with
5 their riders.
They can
traverse
almost any
terrain, and
have proven
very effective
in scouting and
raiding roles.
Larger
specimens
have also been
used with
success as
heavy
weapons
platforms.

These
Clone ● ​ 25%​ Army
+ Gene Banks vat-grown
commandos 5 damage killers are
0 expensive to
produce, but
● the extreme
2 conditioning
5 and training
they are
subjected to
turn them into
very capable
soldiers. They
are more
independent-m
inded than
normal clones,
and some
models have
been known to
develop
eccentric
quirks.

A
Combat ​+15%​ Army Machine comprehensive
software 1.1 50 damage Intelligence upgrade to the
combat
software of all
units in this
army. This
includes
improved
reaction-times,
updated
tactical
analysis
algorithms and
a vast number
of minor bug
fixes.

The ultimate in
Combat ● ​ 25%​ Army
+ ● Machine combat
software 2.0 5 damage Intelligence software,
0 specifically
● Adaptive designed to
Combat counter the

Algorithms unorthodox
2
5 and
unpredictable
tactics the
organics often
employ. The
heavy strain
this puts on
processor units
necessitates
new and
improved
coolant
systems.
Basic FTL methods​[​edit​]
There are three starting types of FTL travel; an ​empire​ starts with one of the three basic types and
may never access the others (though non-Hyperspace empires can research ​Hyperlane Mapping​ to
understand the FTL routes and strategies available to Hyperspace adversaries). The starting types,
from the simplest to the most complex: warp, hyperspace and wormhole.​[1]
Eventually empires may gain the Jump Drive, an advanced form of FTL that operates like a mix
between all drive systems at once, but getting and using it presents its own challenge.

Warp​[​edit​]
Ships​ equipped with a warp drive are capable of traveling faster than light by creating a subspace
"bubble" around the ship, simultaneously contracting space in front of the ship and expanding space
behind it; this is referred to as an ​Alcubierre Drive​ . Warp drives have a modest cost and energy
drain based upon their level, and allow movement freely (albeit slowly) across empty space.
When a ship "jumps" to another system, its drive is put under considerable strain and has to cool
down for a bit before performing another "jump" or even move, which along with the fact that warp
travel is the slowest of the three FTL types greatly hinders the strategic mobility of a Warp empire,
particularly when rapid movement over long distances is required, which is often the case when
attacking an enemy empire or defending an extensive empire. In short, warp drives are
recommended for empires that favor freedom of movement and independence from pre-established
movement paths and can accept slow movement, long cooldowns, and limited overall range.
Research can increase range, increase speed, and reduce cooldown time by up to 100%, 40%, and
40% respectively. For a full breakdown of mineral and power requirements, plus multipliers/etc., see
the table below;

Warp Warmup Cooldow Speed Range


Drive Cost Power n
Usage Multiplier

Mark 1 5 5 .1 (Jump 3.5ly/day 50ly


Distance *
.55) days

Mark 2 7.5 7.5 .1 (Jump 3.5ly/day 70ly


Distance *
.44) days

Mark 3 10 10 .1 (Jump 3.5ly/day 90ly


Distance *
.33) days
Ships on cooldown after using warp drive are unable to move in the System, start combat or initiate
a new FTL travel. They are able to defend themselves if in combat while on cooldown. The cooldown
scales with the distance, so making a jump to a nearby system can be beneficial. The cooldown time
also scales with the distance from friendly territory.

Hyperspace​[​edit​]
A hidden network predates all other known construction in the galaxy. Its so-called "hyperlanes"
connect the stars and they are only visible for those who know where (and how) to look. Those that
don't can still research ​Hyperlane Mapping​ in order to grasp the layout of the network, and thus be
able to predict the paths a hyperdrive-using empire must take and their likely strategies.
Ships with a hyperdrive can use these hyperlanes for quick and efficient travel between systems.
Hyperdrive ships have among the shortest charge-up times. Hyperspace travel can greatly speed
exploration and both military and civilian travel, but a major vulnerability is the limited number of
hyperlanes and therefore limited routes to a ship's final destination. Travel between nearby stars
may require a circuitous route through multiple star systems, and an informed enemy might fortify a
number of systems to create strategic choke-points that block an opponent. A hostile empire may
even fully prevent fleets from reaching large parts of the galaxy.

Hyperdrive Warmup Cooldown Speed Range


Cost Multiplier
Power
Usage

Mark 1 5 5 15 No cooldown 10ly/day depends


on
hyperlan
e length

Mark 2 7.5 7.5 11.25 No cooldown 10ly/day depends


on
hyperlan
e length

Mark 3 10 10 7.5 No cooldown 10ly/day depends


on
hyperlan
e length
In short, hyperdrives are recommended for empires that favor relatively quick travel and a rapid
naval response with minimal cooldowns, but at the cost of working with a limited and fixed set of
movement routes.

Strategy​[​edit​]
● Hyperdrives are the fastest early-game means of travel, which can give an edge in
sending ships out to scout for habitable planets and establish contact with other empires.
Since all hyperlanes are visible to a hyperlane empire from the start, planning where to
explore and grow early on is important.
● Keeping the entire empire safely linked up with secured routes through the hyperlane
network is a strategic priority, as an enemy aware of the Hyperlane network may seek to
cut these links and block transit through choke points by fortifying the arrival points
through which the hyperspace fleet must pass.
● The bigger the galaxy, the worse travelling by hyperspace can get, especially if the
empire is wrapping around or intermixed with other empires.
● Difficulty or inability to cross the voids between the arms of spiral galaxies due to having
few or no hyperlanes can be a serious strategic problem. Wormhole stations and
high-end warp drives can potentially cross the void, but a lack of hyperlanes can't be
changed.
● Despite their movement restrictions, fleets with hyperdrive are notoriously tricky to
intercept or trap. Hyperspace fleets can use their speed and quick warm-up time to
evade an otherwise superior warp or wormhole fleet. Against equal level Warp or
Wormhole drives they can easily outrun the enemy.

Wormhole​[​edit​]
Empires with access to wormhole technology can create sophisticated wormhole stations at the
outer edges of a star system. In contrast to warp bubbles and hyperlanes, wormholes create a
temporary but direct connection between two systems.
Ships that use wormhole stations experience instant travel between star systems and, as a very
small bonus, the wormhole modulator drive does not require energy or add to the cost of the ship.
The only costs are in building and (cheap) maintaining the wormhole stations. There is also the
benefit that entire fleets can use it to transit all at once, but the bigger the fleet, the longer it takes to
fully generate a usable wormhole portal. The two important factors are jump cost and preparation
speed: The "cost" or "Wormhole-size" for a single jump is 200 + the Fleet size. Another 30% penalty
is added to that total, if the connection does not end in own or allied territory. This applies even if the
target system has the station generating the wormhole. This cost is worked off starting with about
15-16 units/day (the exact figure is unknown and even the displayed time might not be 100%
accurate). The jump takes modified Wormhole-size/Wormhole generation speed per day, rounded
up to complete. For example, a single size one fleet at the start of the game it takes about 13 days to
complete the jump into friendly territory. In turn, the travel time for a large lategame fleet can easily
be in the months.
The wormhole generated does - in theory - allow two-way travel, but it collapses almost instantly
after sending a fleet through. Even then, attempting to use a wormhole is suicidal for ships not
equipped with appropriate modulators. Other empires can see a wormhole's exit point as soon at the
wormhole starts being prepared but generally they won't have time to react in any way.
Unlike the other two FTL types, wormholes transport ships to their destination without crossing the
intervening space at all. What this functionally means is that wormhole travel disregards borders,
allowing the user to 'leapfrog' fleets over intervening opposing forces or an intervening neutral entity
without having to persuade them to grant military or civilian access.
There are a few important constraints for wormhole empires;
1. One end of the connection must terminate in the same system as the station. This
limits the mobility of fleets when operating on the offensive, unless construction ships
are brought along to build stations in occupied territory.
2. A single station can only generate a single connection at a time. In order to
adequately keep up with high volumes of traffic (such as multiple separate fleets
incoming or outgoing for attacks, patrols, or retrofits), building multiple wormhole
stations is a must. Loss of wormhole stations can force a fleet to return with
emergency FTL.
3. For very small or very large fleets, the system is somewhat inefficient. It will always
take ​at least​ 15 days to generate a wormhole at the basic level, or ​at least​ 10 days to
generate a wormhole with stations fully upgraded. However, it can take well over a
month to generate a wormhole large enough for a single massive fleet awaiting
transit.
While wormhole range is long, it is not unlimited. Physics research topics allow an increase in both
the range of wormholes and speed of wormhole generation. The range can be increased by up to
100%, and the wormhole generation speed by 50%. Fully upgraded wormhole stations are the
longest-ranged basic FTL method as a result, with a range of approximately 130 light years.

Strategy​[​edit​]

● Wormhole stations are cheap, extremely low-maintenance, quick to build, and most
important of all they can be built in enemy territory, which is essential for maintaining
flexible fleet mobility when on the offensive and when occupying enemy territory for
extended periods.
● Building wormhole stations in all colonized systems of an empire provides a quick way
for a fleet to defend those planets, as it can travel into any system within a large radius
with a single jump. It also helps to prevent disruption of ship traffic if a few stations are
lost.
● When fighting against a wormhole empire, one of the most effective and dangerous
strategies is to use fast-moving raider fleets to take out as many of their wormhole
stations as possible. This will cripple their fleet mobility and potentially leave some of
their fleets missing in action.
● Wormhole travel bypasses intervening borders and territory, so careful positioning of
stations can freely 'slingshot' or 'longjump' fleets over intervening empires.
● Given the time it takes to generate wormholes for massive fleets, it may be more
time-efficient to use several smaller fleets along with a surplus of wormhole stations; two
stations can allow two 200-cap fleets to jump out in 30 days, instead of one station
requiring 45 days for the combined 400-cap fleet.
● Empires with Wormhole Drive T3 have a significantly increased chance to get
Jumpdrives, over other Empires (in earlier versions basic jumpdrive was even restricted
to them and the Psionic Techpath).
Jump Drive​[​edit​]
Described as an experimental "extremely fast ship technology", this has the potential risk to create a
crisis​ by "boring a hole into another dimension" populated by an empire of energy beings called the
Unbidden.​[2]
Jump Drive technology operates somewhat like a mix of all FTL systems at once;
1. It allows free movement from system to system, unbound by hyperlanes or the need
to establish wormhole stations - like the Warp Drive.
2. Its warmup and cooldown times are relatively short - like Hyperlanes.
3. Finally, it has long range and transit is essentially instantaneous regardless of
distance - like Wormholes.
Jump Drive technology is the only kind of FTL travel used by ​Fallen Empires​, as they have reached
the pinnacle of technological development; Spiritualist Fallen Empires utilize Psi Jump Drives, whilst
the other fallen empire types use (salvageable) standard Jump Drives.
There are three ways to access Jump Drive technology;

1. Research up to Zero Point Power. All basic FTL types may access it, but

Wormhole users who have the highest level of wormhole generation (


Wormhole Containment Fields) have a higher chance of the technology appearing.

2. Defeating the ​Dimensional Horror​ in the Leviathans DLC.


3. Salvage it from a defeated fleet from an enemy that possesses the technology; like
the Unbidden.
There are reports that it might be caught by FTL Inhibitors along the path, rather than only those at
the target system​[3]
A more advanced version of the Jump Drive called Psi Jump Drive is also available. It is identical in
cost and energy requirements to the standard Jump Drive but offers a 50% increased range. It is
obtained by completing the ​Psi Jump Drives​ branch of research, which is only avalible through an
event in the ​Shroud​.
The Psi Jump Drive can also summon the Unbidden; owning ​both​ forms of Jump Drive technology
drastically increases the chance of the Unbidden appearing, but only one of the two is required to
initially trigger the crisis countdown (assuming no other crisis has yet occurred).

Jum Warmup Cooldown Speed Range


p Cost Power Multiplier
Drive Usage

Jump 15 12.5 15 5 Instant 100


Drive
Psi 15 15 15 5 Instant 150
Jump
Drive
Note​: Fleets with Jump Drives and Psi Jump Drives can be merged together. In this case the fleet
will use the range of the Psi Jump Drive.

General Strategy​[​edit​]
Whilst it is expensive to keep fleets out of dock, it's also important to remember that the restriction on
jumps out of gravity wells mean that rapid response fleets can jump to respond to situations much
more quickly if stationed beyond the gravity well where they can immediately begin a jump when
needed.
There is one exception to the 'jump within gravity well' rule, and that is the Emergency FTL used
when retreating from battle. Whilst this is effectively almost instant, there are several drawbacks:
1. It can only be engaged when in combat with an enemy fleet and after a few days
cooldown. Snare fields can drastically increase that time.
2. The fleets will be missing in action for some time, depending on the distance from
their empire's borders, until they reappear at a port.
3. Ships in the fleet may be damaged or lost due to the emergency FTL. They will be
damaged, with 25% of their maximum hull points being taken from their current hull
points. For example; if a ship has 400 maximum hull points, then it takes 100
damage whenever it retreats from battle. Ships can (and will) be destroyed if their
current HP would be reduced to zero as a result of this damage. There is a 20%
chance to survive even if they otherwise would not, but those that do will have only
1% of their hull left.
4. All ships no matter how undamaged have a chance to be lost. But it seems that the
chance is very slim.

At a glance​[​edit​]
FTL Warmup Cooldown Speed Range
Means Cost Power
Usage

Warp Low Average Short Varies Slow Short


Engines
5/7.5/10 5/7.5/10 Scales with Scales with 3.5 50/70/90
per drive Distance Distance ly/day

Wormhole Moderate None (EC Moderate-Lo None Instant Moderate-L


Station Maintenance) ng ong
75 per 0.25 Scales with 65/97.5/130
station maintenance Fleet Size

Hyperlane Low Average Moderate None Fast Restricted


Engines
5/7.5/10 5/7.5/10 15/11.25/7.5 10 Lane Based
per drive days ly/day

Jump Drive High Average Moderate Short Instant Moderate

30 per 10 15 days 5 days 100


drive

Psi Jump High Average Moderate Short Instant Long


Drive
15 per 10 15 days 5 days 150
drive

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