Ship Building

Ship building an assembling controllable structures is the basis of what the game is built around. Because of this, many important rules are set for how to build a ship.

## Basic Mechanics

A block is a single hexagon in a ship that provides a certain purpose. If any part of a certain system’s loop of blocks is destroyed/damaged, the system is reduced in capacity by the lowest/most destroyed block. (example: if a shield generator module made up of 7 blocks has one block destroyed, the whole module is treated as destroyed)

There are no “connecting” modules together, so it can be assumed that the wires that go from a capacitor module to a shield module have many fallback options and as long as both modules remain intact, there is no way to disconnect them other than splitting the ship between them.

Game is designed for turns to represent a short period of time, as such, programmable modules will be available to simplify combat in a certain system loop for mechanics such as shielding strategies, energy overclocking, fuses ect. Such programmable modules are highly recommended for newer players. They are required for larger ship builds as administering the actions in a larger ship becomes a pain relatively quickly.

Each module must always be connected to a sleeping quarter/command center and fulfill an adequate population to stay active. If a sleeping quarter is destroyed, and population goes over the limit, life support would become insufficient and the life support penalty would apply after the time specified in the sleeping quarters module.

Walls towards the outside of the ship must be double layered if it plans on entering the atmosphere.

## Ship Designs

Provides examples and shows a standard for ship blueprint design.

## Building Components

Below are a list of building components and the links to their pages.

### Building Modules

* Command Module
* Capacitor Module
* Generator Module
* Sleeping Quarters Module
* Energy Shield Generator Module
* Programmable Module
* Armor Module
* Stealth Module
* Warp Module
* Production Module
* Assembly Module
* Refinery Module
* Cargo Module

### Module Casings

* Armored Casing
* Scaffolding Casing
* Windowed Casing
* Thruster Casing

### Exterior Plating

* Armored Plate
* Windowed Layer
* Thruster Plate
* Wing Plate
* Hatch Plate

### Propulsion

* Wings
* Chemical Thruster
* Energy Thruster
* Nuclear Thruster

## Bases

Bases are generally non moving structures built by players or NPCs that are generally set as a place to stockpile items or produce items that can be used. Some bases can even become major trading centers if placed on a good warp lane.

### Orbital Bases

Bases in orbit need thrusters to maintain orbit. When building and designing an orbital base, you must have a thruster acceleration matching the force of gravity you would feel at the distance you are located.

### Lagrange Point Bases

The only bases that don't need any sort of propulsion. Still a good idea just in case.

### Sub Space Bases

These bases drift around. Unless you know the exact point to detach from a warp lane, it is unlikely you'll ever find one. The risk of Sub Space Bases is the Sub Space Anomalies that occur. Space Fauna is also very prevalent meaning a whale could accidentally take out your base.

### Warp Lane Bases

These are tethered to a Warp Lane making them very reliable. While requiring very little propulsion, they need massive Energy Domes in order to stay safe. They are also commonly found by Bandits and other less than favorable groups.

### Celestial Bases

As long as the base is designed for the planet it's on it should work. You can make a base on the surface of the sun as long as you are willing to repair your entire base every turn.