Manual:Game Mechanics/Spaceships

[Production Points]

Spaceships are produced much in the way structures are, but use the world's production value instead of its construction. When building a ship, you decide what systems you wish to assign to it, and how many ranks of each you would like. Then determine what size you would like the ship to be (size of course being limited by your shipyards; more on ship size below). After that you calculate cost by the following;

Ore: Ore cost of ship increased by 1 per rank of each of the following systems; Hull, Stealth, Sensors, Solid Weapon

Gas: Gas cost of ship increased by 1 per rank of each of the following systems; Shields, Engines, Warp, Energy Weapon, Explosive Weapon

Size: Gas and Ore cost increase by an amount equal to size rating. Engines, stealth and warp cost double on spaceships larger than size 4, and triple on spaceships of size 7 or greater.

Spaceship Size
Spacehips come in various shapes and sizes, and races use various means to measure them. Larger spaceships are often slower and more expensive, but are also tougher and have more room for equipment and crew.

Size 0: Spaceships of this size cannot board other craft and cannot be normally be boarded. Though, if the craft is unable to move and has its shields knocked out, other craft may board and capture this craft as normal. These craft also cannot initiate planetary invasions without another craft of at least size 1. (Examples: Escorts and Fighters)

Size 1: Spaceships of this size have 1 extra hull value. (Examples: Corvettes, Shuttles and Colony Ships)

Size 2: Spaceships of this size have 2 extra hull value. (Examples: Frigates and Science Vessels)

Size 3: Spaceships of this size have 3 extra hull value. (Examples: Destroyers and exploratory craft)

Size 4: Spaceships of this size have 4 extra hull value. (Examples: Light Cruisers, Carriers)

Size 5: Spaceships of this size have 5 extra hull value. (Examples: Battleships, Heavy Cruisers)

Size 6: Spaceships of this size have 6 extra hull value. (Examples: Dreadnoughts, Planetary Assault Carriers)

Size 7: Spaceships of this size have 7 extra hull value. (Example: Mothership)

Size 8: Spaceships of this size have 8 extra hull value. (Example: World Harvester)

Repairing
Spacehips and defenses will likely need repairs at some point. To repair a ship, it must be at one of your shipyards. Repairs costs are determined exactly as though they were rebuilding the craft (example: to repair 4 hull points would cost 2 ore). Repairs for spaceships use the planet's production value. Defenses are similar, but use the planet's construction value.

Refitting
It is inevitable that spaceships and defenses you build will become outdated as your technology advances. You may choose to replace systems and/or add new ones. If you remove ranks from a system, you regain resources equal to 1/2 their value rounded down on that world this turn. Adding systems is treated as though you were building them from scratch, using the normal costs above. Defenses can likewise be upgraded and replaced.

Selling
You may choose to sell a spaceship you command at one of your shipyards or a structure on one of your worlds. It takes 1 full turn to decommission the selected spaceship/structure and you regain resources the following turn equal to 1/2 the total value of the spaceship/structure (rounded down).