Ships

## Overview

There are 8 classes of ships in Uciana. Players (including the AI) use them to accomplish the 4X goals (eXplore, eXpand, eXploit, and eXterminate). Of those 8, only 4 are capable of taking part in battle, and these may be customized and upgraded as new technologies are unlocked.

## Research and Design

Research allows new designs to be developed which improve on the standard types. Non-buildable components do not need to be incorporated into a new design, as they affect all ship types immediately. These components include Ship FTL Drives, Ship Power Cores, Ship Communication, and some others. All other ship components are "buildable", meaning that they require new ships to be built to new designs, or existing ships to be refitted to new designs. Buildable components are only available for warships - non-warships cannot be custom designed. Buildable warship components include Weapons, Armor, Engines and Shields, as well as some specialised auxilliary components (Troop Pods, Ship Scanner, Scouting Component).

## Non-combat Ships

Non-combat ships will not appear on the battle screen. If they are engaged after the battle by warships -even warships with no weapons - they will be destroyed automatically. (The same is true of Outposts). Non combat ships have no opportunity to retreat from battle. If their escorting warships retreat, the non combat ships can be automatically destroyed.

Two of the functions of non-combat ships, scouting and troop carrying, can be replicated by combat ships (warships) by equipping specialised pods. This has some advantages. A scout warship can prevail in combat or at least retreat from them. A troop carrying warship has the same survivability, can facilitate its own ground attacks (which require a warship to be present), and can be "restocked" with a new troop pod for a cost that is usually less than a new Transport. The disadvantage is using two or more command points for the warship variant Vs one point for the non combat variant.

## Skins

Each of the 6 Races has its own skins for the ship classes, however they all have the same base stats.

## Availability

Only 3 classes of

combat ships are available at the start of the game: the Destroyer, Cruiser and Battleship. The Dreadnought class is unlocked by research found in Level 5 of the Engineering tech tree. A Ship Yard is required in order to be able to build Battleship and Dreadnought class ships.

## Command Points

The number of ships that an empire may have at any given time is determined by the number of Command Points it has accrued. Non combat ships use 1 Command Point. Warships use more points (2-5). Several colony buildings generate command points, and the Militaristic Racial Perk generates 1 additional point per colony.

The tables below lists the important details of each ship type.

## Combat Ships Stats

The Base HP of a combat ship is equivalent to the HP it has when using Titanium Armor. Combat ships also have a different number of slots for weapons/special components depending on their class. Ships also act earlier or later in combat, depending on their class. The higher the Initiative value, the earlier they act.

Key: **P** = Production, **S** = Space, CP = Command Point cost

## Non-Combat Ships Abilities

 Colony
 Engineer
 Transport

## Cost Efficiency

Smaller warships are more efficient for offensive firepower per unit of cost. Larger warships are more efficient for offensive firepower per command point, and slightly more efficient for defensive strength per unit of cost. All ship types are identical for defensive strength per command point.