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Ships Ships are your primary offensive units. Ships are built and deployed from habitable worlds outfitted with shipyards. Using ships, you explore the universe, do battle with other ships, conquer planets and defend your own solar systems. Ships can be programmed to perform certain tasks and to react in a particular way to a variety of situations the encounter.There are several different ship designs you can build. Ships are constructed on a habitable world. The first step is to select the type of ship you want to build. You start out with only a fighter and you unlock additional designs through research.
After you select the ship design, you name the ship and select the armor, weapons, shields, missiles and other technology that will be installed on the ship. Each ship design has a specific load capacity (which you can upgrade) restricting how much you can install on that model.
Once you have outfitted your ship, you can begin construction. You will be prompted to review the resource requirements for building the ship. The more you install on your ship, the more resources will be required. If you approve, the resources will be immediately allocated and construction will begin. Based on what you have outfitted your ship with and the number of available shipyards, it will take an arbitrary number of turns to complete the ship. If you upgrade construction efficiency on the various components installed on the ship, you can reduce the amount of time it takes to build a new ship overall. You are also prompted if you would like to build an identical ship. You can quickly change the name or the rally point on this screen if you'd like to build ship identical in technology. RALLY POINTS If you are a member, you can use the special Rally Point option to pre-program a destination for the ship being built. Upon completion, it will move immediately to the destination you have provided - ignoring all planets and other ships it encounters along the way. CONSTRUCTION STATUS You can queue up multiple ships to be built on a given habitable world. Ship construction occurs on a first-in, first-out basis. You can check the status of all ships under construction on a given homeworld by selecting the Construction Status option.
At any time you can pause the construction of a ship by deselecting it on this screen. If you destroy all of the shipyards on the planet, all ships will pause until new facilities are built. Once construction is complete, your ship will then be accessible through the Star Command screen. Ships launched during the most recent turn processing are marked with a Ships have a tactical display that allows you to see what things that are immediately surrounding them. Through the tactical display and the star map, you issue orders to your ships.
Everything in the universe - planets, nebula and other ships - appear on the tactical display of your ships. As you will see, there are only a few select orders you can give to your ship. Attacking enemy forces, conquering and destroying planets are actions that are taken automatically based on how you configure your ship's initiatives and priorities (see below). However, there are a couple of actions, such as navigation and firing a missile, that you must manually specify. Manual orders for a ship appear at the top of the right-hand column on the screen. You can cancel any order or move it into the command queue using the x or q options (which appear next to the given order) respectively. Based on how you have your priorities set, orders appear in the order in which they will be executed. If you have your navigation set to be first priority (see below) then orders to navigate somewhere will appear above an order to fire a missile. To program a new order you simply need to select on of the options, select coordinates if necessary and press the Update Orders. Ships can only have one navigation order and other order (such as fire a missile) programmed into it at any given moment. NAVIGATION Under normal, non-threatening conditions, a given ship will always stay in the same place. If the ship is set to engage planets in some way, they will automatically move toward the planet in order to interact with it. Otherwise, ships will only move if you have given them specific orders to go to a specific location. You can navigate in three ways. In all cases, you must make sure that the Set Course option is selected. These use one of these methods to input the actual destination:
LAUNCHING A MISSILE Assuming you installed one or more missiles on your ship when it was constructed, you will have an option to Launch Missile under the New Orders section of the screen. Missiles are always fired at a specific location. You can enter the coordinates manually or use the tactical display to fire it locally. You can also use the Star Map to select coordinates for a long range attack. SELF-DESTRUCT When this order is issued your ship will self-destruct on the next turn. You do not receive any resources back when the ship is destroyed. COMMAND QUEUE Paying members have access to a special command queue which allows you to pre-program commands for your ship. These will be executed sequentially. You can add commands to the queue by using the Add to Queue button instead. You can review the queue and remove commands from it using the Manage Queue option. During a turn processing, if a ship does not have another order specified, it will check its command queue for the its next command and begin to execute that order. Each ship is autonomous - they react to their situation automatically based on how you have configured their initiatives and priorities. These allow you to have total control over the artificial intelligence of your fleet and help your orders get executed as efficiently as possible.
The Ships initiative setting defines how your ship will react to enemy ships. Enemy ships are those controlled by any race that you are not allied with.
The Planets initiative setting defines how your ship will react to any planet it encounters that is not already controlled by your race or an allied race. This includes planets controlled by enemy races or those that are unclaimed yet. Unless your ship is ignoring all planets, it always goes after a habitable world if one is present before going after any of the other planets in a solar system.
PRIORITIES Priorities allow you to define the sequence with which your ship executes your orders. Using the radio buttons, you select the priority different types of actions take. By changing these settings you change the order in which the ship's actions are executed.
Each turn, it steps through its possible actions based on the priorities you have selected. If a given action is actually taken, it stops processing until the next turn. For example, if you have set your ship to engage planets as its number one task, navigate as its number two task and then set new coordinates to navigate to, each round your ship would first check to see if there are planets of interest nearby. If not, it will move a little bit further along its navigation path. Next round this would be repeated. If during one of the rounds a planet is of interest, it would immediately deal with the planet based on it's initiative settings. Once that is done, assuming there are no other planets of interest, it will resume its navigation. Here are some examples of common priority settings:
When you built your ship, you selected one or more weapons, shields and other technology to be included in your new ship. You have total control over which of these systems are active at any given moment.
The Threat Response system allows you to select specific technologies to activate in the event of a threat. You can select a different set of technology to activate when your ship is not in immediate danger, too. This is very useful because you do not have to manually monitor the situation around each of your ships. You define the technologies you want based on the situation using this screen:
In the above screenshot, the user has selected Cloaking Device to be active when the ship is not threatened and Communication Disruption Field to be active if an enemy force comes nearby. In this example, the ship would lie in hiding via its Cloaking Device until an enemy within range. Then it would immediately uncloak and activate its Communication Disruption Device. Once the enemy was destroyed or left the immediate vicinity, the ship would deactivate its Communication Disruption Device and return to a cloaked state. Threat response only responds to ships and planets when the respective initiative is not set to ignore. If for example, you set your ship's planet initiative to Ignore, then when an enemy planet is encountered it will not set off the threat-response system. Only an enemy ship, in this instance, would cause that.
After you have programmed your ship's threat response, the tiny dots next to each technology listed in Other Systems will light-up as shown above. Technologies that have been specified in the ship's threat response can not be manually activated or deactivated so the checkbox nearby is ghosted.
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