Manual:Game Mechanics/Logistics

Logistical Developments
Allows resource-trading between your worlds, increases resource storage capacities and infrastructure.

When you use Logistics to trade resources, fleets of small civilian craft actually move the resources around. If enemies are in the middle of a route, or in orbit around a world/station receiving or sending resources through Logistics, then that craft may intercept the resource ships. These 'ships' are treated as size 0 ships with engine 1 and 1 hull point (these cannot be affected by any modifiers). The alien craft may attempt to pirate the resources, and may freely store as much of the resources as they can hold out of the trade if they are able to destroy these craft. If the Logistics player has friendly ships or defenses that can intercept/engage the alien craft, they can attempt to defend their 'trade route'.

Each time you gain a level in Logistical Development, you choose one Logistical Service at the same or lower level.

Level 1 Logistics

 * 1 Rank: When determining local resources for building a structure on a world or station, you may use one resource point (ore or gas) from another world or station of yours within 4 hexes, once per turn.
 * 2 Ranks: May use 2 resource points from amongst any number of your worlds or stations within 4 hexes of one another. The resource storage capacities on all your worlds and stations is increased by 2.
 * 3 Ranks: May use 3 resource points from amongst any number of your worlds or stations within 4 hexes of one another, in addition you gain an additional 1 infrastructure on each world and station you control at the start of each turn.
 * 4 Ranks: May use 4 resource points from amongst any number of your worlds or stations within 4 hexes of one another, your infrastructure cap is increased by 1 on all worlds and stations. +1 to world or station control cap. The resource storage capacities on all your worlds and stations is increased by 2.

Level 2 Logistics

 * 1 Rank: May use 6 resource points from amongst any number of your worlds or stations within 8 hexes of one another. Worlds and/or stations you control may trade any number of resources with other worlds and stations within the same hex.
 * 2 Ranks: May use 8 resource points from amongst any number of your worlds or stations within 8 hexes. The resource storage capacities on all your worlds and stations is increased by 2.
 * 3 Ranks: May use 10 resource points from amongst any number of your worlds or stations within 8 hexes. In addition you gain another 1 infrastructure at the start of each turn on each world and station you control.
 * 4 Ranks: May use 12 resource points from amongst any number of your worlds or stations within 8 hexes, your infrastructure cap is increased by 1 on all worlds and stations. +1 to world or station control cap. The resource storage capcapacities on all your worlds and stations is increased by 2.

Level 3 Logistics

 * 1 Rank: May use 16 resource points from amongst any number of your worlds or stations within 12 hexes of one another.
 * 2 Ranks: May use 20 resource points from amongst any number of your worlds or stations within 12 hexes. The resource storage capacities on all your worlds and stations is increased by 2.
 * 3 Ranks: May use 24 resource points from amongst any number of your worlds or stations within 12 hexes. In addition you gain another 1 infrastructure at the start of each turn on each world and station you control.
 * 4 Ranks: May use 28 resource points from amongst any number of your worlds or stations within 12 hexes, your infrastructure cap is increased by 1 on all worlds and stations. +1 to world or station control cap. The resource storage capacities on all your worlds and stations is increased by 2.

Advanced Storage
The resource storage cap on your worlds and stations is increased by 2. In addition, the storage capacity of your Cargo Modules is increased by 50%.

Cost: None

Civilian Donations
At the start of a turn, you may reduce the maximum number of resources you can trade by 2. In exchange, a world or station of your choice gains a +1 bonus to its construction and production values for the turn. This may be done once per turn per level of Logistics.

Cost: None

Established Trade Routes
Increase the distance which you may trade resources by 1 hex.

Cost: None

Planetary Harvesting
spaceships equipped with mining and/or refining modules may mine/refine any uncolonized planet. Though they require a Cargo Module or need to be within Logistics range (to transfer resources as normal for any world) for you to make use of the resources.

Cost: None

Advanced Station Development
Your station control limit is increased by 2. In addition, your space stations are treated as size 6 instead of size 4 (though this doesn't actually increase their size, it provides all the normal bonuses as if they had actually become size 6).

Cost: None

Local Space Project
Worlds you control in the same hex may share their construction and production scores. So if World A has 5 Construction and World B has 10 Construction, you may complete one or more projects requiring 15 Construction on either world in one turn. Power and infrastructure remain unshared, and projects must be built only on worlds you control, and only if that world could legally support the project.

Cost: None

Secret Trade Routes
Increases the distance you may trade resources by another hex. In addition, these 'spaceships' cannot be tracked or intercepted by anything with a Sensor value lower than your Logistics value -2.

Requirement: Established Trade Routes

Cost: None

Supply Lines
Your spaceships and stations may use the resources of another nearby world or station for repairs and resupply. The resources transferred in this way count against the limit your Logistics can transfer each turn, and the distance it may done within is based on the normal trade radius of your Logistics +4. This allows repair spaceships to use resources from nearby worlds for repair costs, and allows spaceship with Cargo Modules to store resources from nearby worlds. Such spaceship can also unload resources in a similar fashion, adding to the resources of the world or station, but the amount counts against the turn's transfer limit still.

Cost: None

Advanced Colony Development
You may apply this tech to Size 2 Colony Modules. When the module is used to colonize a world, it also creates a level 1 Light Shipyard, a Level 1 Natural Power Plant and a Level 1 Light Manufacturing and 4 extra infrastructure.

Requirement: Rank 2 Industry

Cost: 3 Ore and 3 Gas

City spaceships
Your people are able to create massive city spaceships, capable of even warp travel. You may assign warp and engine values to your space stations to turn them into city spaceships (treat them as size 4 in terms of cost adjustments and what they can equip). They are still treated as stations for all tech and abilities you possess. When you convert/create a station into a city spaceship, its Logistics range is reduced by 1/2. When the city spaceship moves, it loses its Logistics range until it has stopped for 0.5 of a turn. These 'spaceships' cannot enter atmosphere. City spaceships may not possess any defenses over size 4, and may only have a total size worth of defenses equal to size 8. If you add another station module to a city spaceship, it is treated exactly as a station that receives an expansion, and it's maximum defense size increases by 2 (to 6) and its maximum total capacity increases by 8 (to 16). Adding more modules continues growth in this fashion.

Requirement: spaceship Tech level 2.

Cost: None.

NOTE: Expanding a city spaceship actually increases its size, requiring the increased costs of systems and tech for becoming the new size.

Detailed Star-Charts
When your spaceships move within your Logistics range for at least half their total movement, they receive a +1 bonus to engine value (this only applies outside of combat). If a spaceship starts its warp movement within your Logistics range, the spaceship's warp value is also increased by +1 for the jump. In addition, the detailed charts have caused an influx of exotic trading by locals. Each of your worlds and stations receives a +1 bonus to Ore or Gas (any combination of your choice each turn) for every system within its Logistics range to a maximum of 4 each turn.

Requirement: Secret Trade Routes

Cost: None

Efficient Hangar Bays
You may assign this tech to any hangar module, it may only contain size 0 spaceship. You can place 50% more size 0 spaceships into these hangar modules. In addition, these spaceship may be launched during the main spaceship's first action. These size 0 spaceship can make a single action during the following pass (either attack or move).

Requirement: Advanced Storage, spaceship Tech Level 1

Cost: +1 Ore and +1 Gas / size of the module