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A [[Ship component]] is part of a [[ship]] that is either cosmetic or functional. Functional components, for example a [[weapon]] or [[sensor]], are called equipment and determine the properties of the ship.
 
 
When you design and build ships in the [[Ship designer]], you can equip these ships with various parts. More parts become available as you research and progress through the [[Technology]] tree. There are two general types of parts that can be added to ships: cosmetic and equipment. Cosmetic parts allow the designer to make virtually any appearance of ship he or she desires, however, this parts have no affect on the performance of the ship whatever; they are purely aesthetic. Equipment parts, on the other hand, determine the performance of the ship, for example, its speed, type of weapons, special abilities, range, and so forth. In the main menu, if you click the designer tab at the upper left of the screen, you will see a default ship displayed with this ships details on the right and a menu listing ships that can currently be build on the left. You can click on any ship in this list and then click the "Use Design" button at the bottom of the list to modify that particular ship; or you can start by clicking "New Design" to start crafting a ship from scratch. In either case the menu on the left will change. At the top you will buttons for "Design Mode" and for "Eguip". Design mode indicates that only custom parts are available; Equip Mode shows functional parts that can be chosen to change the performance of you ship. If the equip mode is chosen the second row from the top of the left menu will display a serious of five buttons: Engines, Weapons, Defenses, Modules, and Support. As each button is click a list of available parts will be displayed that depends on what technologies you have researched.
 
 
In the following a detailed description of each type of Equip Mode part is listed, with an indication of where they are found in the Equip Mode Menu. NOTE: the values that you actually encounter in-game may differ significantly from those found in this table, as this table is the raw values and DO NOT include miniaturizations, cost reductions, or other general modifications that one may obtain in-game.
 
   
 
== Engines ==
 
== Engines ==
 
Engines can be used for interstellar travel or to increase tactical speed in battles. Special Augments are also available, however, they require rare resources.
 
   
 
=== Interstellar Drives ===
 
=== Interstellar Drives ===
   
  +
An [[interstellar drive]] determines the {{Moves}} of a [[ship]], and, by extension, the [[fleet]], on the [[galactic map]].
{| class="wikitable"
 
|-
 
! Drive Type !! Drive Mass !! Drive System Cost !! Maintenance !! Moves !! Technology Required !! Resources
 
|-
 
| Hyper Drive || 10 || 9 || 0 || 1 || None || None
 
|-
 
| Prototype Hyper Drive || 10 || 9 || 0 || 5 || None || Promethion - 1
 
|-
 
| Hyper Drive Plus || 12 || 9 || 0 || 2 || Interstellar Travel || None
 
|-
 
| Ion Drive || 14 || 18 || 0.25|| 3 || Ion Drive || None
 
|-
 
| Warp Drive || 16 || 34 || 0.25 || 4 || Warp Field Theory || None
 
|-
 
| Hyper Warp Drive || 18 || 65 || 0.75 || 5 || Hyperwarp Waves || None
 
|-
 
| Stellar Folding || 20 || 123 || 1.25 || 6 || Stellar Folding || None
 
|}
 
   
 
=== Sublight Drive ===
 
=== Sublight Drive ===
   
  +
A [[sublight drive]] determines the {{Tactical Speed}} of a [[ship]] during [[ship combat]].
{| class="wikitable"
 
|-
 
! Drive Type !! Drive Mass !! Tactical Speed !! Acceleration !! Cost !! Maintenance !! Threat !! Technology Required
 
|-
 
| Thrusters || 8 || 10% || 10% || 7 || 0 || 0.25 || Interstellar Travel
 
|-
 
| Ion Thrusters || 9 || 20% || 20% || 13 || 0.25 || 0.5 || Ion Drive
 
|-
 
| Field Thrusters || 10 || 30% || 30% || 25 || 0.25 || 0.75 || Warp Field Theory
 
|-
 
| Inertial Acceleration || 12 || 40% || 40% || 48 || 0.5|| 1.0 || Hyperwarp Waves
 
|-
 
| Gravity Manipulation Field || 15 || 50% || 50% || 92 || 1|| 1.25 || Stellar Folding
 
|}
 
   
== Standard Weapons ==
+
== Weapons ==
   
  +
[[Weapon]]s come in three basic types: {{Beam}}, {{Missile}} and {{Kinetic}}. Each weapon type has a specific range, fire rate, accuracy, defensive counter, and generally required construction resource. All weapons of the same type are combined into a single attack. Each type of weapon has a set of corresponding augment and fleet support modules.
Weapons come in three basic types, beam, missile, and kinetic. Each has their specific characteristics that make them useful in outfitting different types of star ships.
 
   
  +
== Defenses ==
{| class="wikitable"
 
|-
 
! Beam !! Beam Attack !! Range !! Cooldown !! Accuracy !! Mass !! Cost !! Maintenance !! Threat || Technology Required || Resources
 
|-
 
| Laser || 2 || Mid-Range(800) || 5 || 135% || 12 || 18 || 0.25 || 0.2 || Weapon Systems || None
 
|-
 
| Prototype Elerium Beam || 16 || Mid-Range(800) || 5 || 135% || 12 || 18 || 0.25 || 1.0 || Weapon Systems || Elerium - 1
 
|-
 
| Particle Beam || 3 || Mid-Range(800) || 5 || 135% || 14 || 24 || 0.25 || 0.4 || Beam Weapons || None
 
|-
 
| Disrupter || 5 || Mid-Range(800) || 5 || 135% || 16 || 34 || 0.25 || 0.6 || Matter Disruption || None
 
|-
 
| Plasma || 8 || Mid-Range(800) || 5 || 135% || 18 || 48 || 0.5 || 0.8 || Plasma Projection || None
 
|-
 
| Phasors || 16 || Mid-Range(800) || 5 || 135% || 22 || 68 || 0.75 || 1.0 || Energy Phasing || None
 
|-
 
| Doom Ray || 32 || Mid-Range(800) || 5 || 135% || 24 || 82 || 0.75 || 1.2 || Doom Ray || None
 
|}
 
   
  +
There are three basic types of [[defense]] that can be placed on ships: {{Armor}} (counters {{Kinetic}}), {{Shields}} (counters {{Beam}}), and {{PD}} (counters {{Missile}}). An attack first does damage to the corresponding defense. Once a defense is exhausted, the next attack reduces the {{Hit Points}} of the ship. Several [[Hit Point augment]]s are available to increase {{Hit Points}} and thus absorb more damage after defense depletion. Each type of defense has a set of corresponding fleet support modules.
 
{| class="wikitable"
 
|-
 
! Missile !! Missile Attack !! Range !! Cooldown !! Accuracy !! Mass !! Cost !! Maintenance !! Threat !! Technology Required
 
|-
 
| Stinger || 8 || Long-Range(1100) || 5.6 || 125% || 18 || 48 || 0.5 || 0.6 || Missile Weapons || None
 
|-
 
| Prototype AntiMatter Missile || 16 || Long-Range(1100) || 5.6 || 125% || 18 || 25 || 0.26 || 1.5 || Missile Weapons || AntiMatter - 1
 
|-
 
| Harpoon || 12 || Long-Range(1100) || 5.6 || 125% || 20 || 57 || 0.5 || 0.9 || Harpoon Tech || None
 
|-
 
| Photonic Warhead || 16 || Long-Range(1100) || 5.6 || 125% || 20 || 65 || 0.75 || 1.2 || Photonic Warheads || None
 
|-
 
| Photon Torpedoes || 20 || Long-Range(1100) || 5.6 || 125% || 22 || 70 || 0.75 || 1.5 || Photon Torpedoes || None
 
|-
 
| Nightmare Torpedoes || 30 || Long-Range(1100) || 5.6 || 125% || 24 || 84 || 1.0 || 1.8 || Nightmare Torpedo Tech || None
 
|}
 
 
 
{| class="wikitable"
 
|-
 
! Kinetic !! Kinetic Attack !! Range !! Cooldown !! Accuracy !! Mass !! Cost !! Maintenance !! Threat !! Technology Required
 
|-
 
| Rail Gun || 4 || Short-Range(600) || 3 || 115% || 24 || 57 || .5 || .3 || Kinetic Weapons || None
 
|-
 
| Prototype Durantium Driver || 8 || Short-Range(600) || 3 || 115% || 24 || 23 || .25 || .6 || Kinetic Weapons || Durantium - 1
 
|-
 
| Pulse Cannon || 6 || Short-Range(600) || 3 || 115% || 26 || 67 || .75 || .5 || Pulse Cannon Tech || None
 
|-
 
| Graviton Driver || 8 || Short-Range(600) || 3 || 115% || 28 || 75 || .75 || .5 || Graviton Thrower || None
 
|-
 
| Quantum Driver || 10|| Short-Range(600) || 3 || 115% || 30 || 80 || .75 || .6 || Quantum Drivers || None
 
|-
 
| Singularity Driver || 16 || Short-Range(600) || 3 || 115% || 32 || 91 || 1.0 || .7 || Singularity Drivers || None
 
|}
 
 
== Standard Defenses ==
 
 
There are three basic types of Defenses that can be placed on ships: Armor (Defend against Kinetic Weapons), Shields (Defend against Beam Weapons), and Point Defenses (Defend against Missile Weapons).
 
 
{| class="wikitable"
 
|-
 
! Armor !! Mass !! Cost !! Maintenance !! Armor Rating !! Fortitude !! Technology Required
 
|-
 
| Hull Plating || 12 || 29 || 0.25 || 8 || 0.3 || Defense Systems
 
|-
 
| Titanium Plating || 13 || 36 || 0.255 || 12 || 0.6 || Armor Systems
 
|-
 
| Durantium Composite || 14 || 35 || 0.25 || 16 || 0.9 || Durantium Composite
 
|-
 
| Kanvium Laminate || 15 || 34 || 0.25 || 30 || 1.2 || Kanvium Laminate
 
|-
 
| Zero Point Armor || 16 || 30 || 0.25 || 32 || 1.5 || Zero Point Armor
 
|}
 
 
 
{| class="wikitable"
 
|-
 
! Shield !! Mass !! Cost !! Maintenance !! Shield Strength !! Fortitude || Technology Required
 
|-
 
| Deflectors || 7 || 22 || 0.25 || 4 || 0.2 || Defense Systems
 
|-
 
| Shield Generators || 8 || 24 || 0.25 || 6 || 0.4 || Shield Systems
 
|-
 
| Barrier Fields || 9 || 30 || 0.25 || 10 || 0.6|| Barrier Field Generation
 
|-
 
| Force Fields || 10 || 35 || 0.25 || 16 || 0.8 || Force fields
 
|-
 
| Invulnerability Field || 11 || 38 || 0.5 || 30 || 1.0 || Invulnerability
 
 
|}
 
 
 
{| class="wikitable"
 
|-
 
! Point Defense !! Mass !! Cost !! Maintenance !! Point Defense !! Fortitude || Teechnology Required
 
|-
 
| Chaff || 9 || 30 || 0.25 || 8 || 0.2 || Defense Systems
 
|-
 
| Point Defense || 10 || 32 || 0.25 || 12 || 0.3 || Point Defenses
 
|-
 
| ECM || 11 || 33 || 0.25 || 16 || 0.4 || Counter Measures
 
|-
 
| Drone Sentries || 12 || 32 || 0.25 || 20 || 0.5 || Drone Security Systems
 
|-
 
| Arreon Missile Defense || 13 || 31 || 0.25 || 32 || 0.6 || Arreon Missils Defense
 
 
|}
 
   
 
== Modules ==
 
== Modules ==
   
  +
=== Life support ===
Modules come in many types, including Life Support, Sensors, Weapon Assists, and Special Modules for Colony, Constructor, Transport, Cargo or other purposes. Certain modules are intended to be equipped on support ships; these are listed under support below.
 
   
  +
[[Life support]] components extend the {{Ship Range}}, the maximum distance a ship can be from a [[planet]] or [[starbase]].
=== Life Support ===
 
 
Life Support components are used to extend the range a ship can be from a planet or starbase. These modules are good for all ship types, although colony ships, constructors and scouts will benefit most from the added range. Upgrades are found in the Engineering tech tree beginning on the Interstellar Travel branch. After clicking on a ship/fleet you will see a dashed line displaying the maximum range of this unit. By holding down the Control key, a tool tip will display showing the distance the tile under the mouse cursor is from the currently selected unit.
 
 
{| class="wikitable"
 
|-
 
! !! Mass !! Cost !! Maintenance !! Ship Range !! Technology Required
 
|-
 
| Life Support || 6 || 4 || 0 || 6 || Tech Tree
 
|-
 
| Environmental Support|| 6 || 10 || 0 || 9 || Interstellar Travel
 
|-
 
| Stellar Support || 8 || 24 || 0.25 || 12 || Life Support
 
|-
 
| Deep Space Support || 10 || 52 || .5|| 15 || Support Field Generation
 
|-
 
| Support Field Generator || 12 || 111 || 1 || 18 || Promethion Support Systems
 
|-
 
| Stasis Field Generator || 14 || 235 || 2.25 || 21 || Lossless Support Systems
 
|}
 
   
 
=== Sensors ===
 
=== Sensors ===
   
  +
[[Sensor]]s extend the {{Sensor Range}}, that maximum distance a ship can see. The [[Subspace Sensor]] also makes a ship immune to the effects of [[nebulae]].
Sensors extend the visibility of a star ship.
 
 
{| class="wikitable"
 
|-
 
! !! Mass !! Cost !! Range !! Maintenance !! Technology Required
 
|-
 
| Navigational || 8 || 9 || 2|| 0 || None
 
|-
 
| Interstellar|| 9 || 9 || 3 || 0 || Interstellar Travel
 
|-
 
| Sensor Array || 10 || 34 || 4 || 0.25 || Interstellar Survey
 
|-
 
| Field Detectors || 12 || 65 || 5 || 0.75 || Energy Field Sensors
 
|-
 
| Subspace Sensor || 14 || 123 || 6 || 1.25 || Subspace Sensor
 
|}
 
 
=== Utility Modules ===
 
 
Utility Modules provide fundamental functions.
 
 
{| class="wikitable"
 
|-
 
! Utility Module !! Mass !! Cost !! Maintenance !! Ability 1 !! Capacity 1 !! Capacity 2 !! Requirement
 
|-
 
| Colony || 45 || 27 || 0.25 || Can Colonize || Population Cap 3 || None || None
 
|-
 
| Contructor || 45 || 27 || 0.25 || Can Construct || Construction Points Cap 1 || None || None
 
|-
 
| Cargo || 40 || 27 || 0.25 || Can Create Trade Route || None || None || Xeno Commerce
 
|-
 
| Transport || 25 || 27 || 0.25 || Can Invade || Population Cap 3 || None || Planetary Invasion
 
|-
 
| Advanced Transport || 45 || 51 || 0.5 || Can Invade || Population Cap 3 || Interceptor Fighters Cap 2 || Aggression Trait 4
 
|}
 
 
=== Survey Modules ===
 
 
Survey Modules Permit the Analysis of Anomalies
 
   
  +
=== Utility modules ===
{| class="wikitable"
 
|-
 
! Survey Module !! Resource Cost !! Mass !! Cost !! Maintenance !! Sensor Range !! Value || Technology Required
 
|-
 
| Standard Survey || None || 32 || 18 || 0.25 || 3 || 0.75 || Interstellar Survey
 
|-
 
| Prototype Survey || Thulium - 1 || 8 || 9 || 0 || 3 || 0.75 || None
 
|}
 
   
  +
[[Utility module]]s define the fundamental function of a ship. Examples include the [[Colony module|Colony]] and [[Constructor module|Constructor]] modules, which classify a ship as a [[Colony ship]] and [[Constructor]], respectively.
=== Special Assistance Modules ===
 
   
  +
=== Carrier modules ===
{| class="wikitable"
 
|-
 
! Module Type !! Limit per Ship !! Placement !! Mass !! Cost !! Maintenance !! Effect 1 !! Effect 2 !! Stat || Technology Required || Resource Requirements
 
|-
 
| Duranthium Hull Reinforcment || No Limit || Defense || 5 || 14 || 0.25 || Hit Points Cap +15 || None || Fortitude 1 || None || Duranthium - 1
 
|-
 
| Structural Enhancement || 1 || Augment || 10 || 34 || 0.25 || Tactical Repair +1 || None || Fortitude 0.5 || Hull Strengthening || None
 
|-
 
| Self Healing Hulls || 1 || Augment || 20 || 65 || 0.75 || Tactical Repair +5 || None || Fortitude 1.0 || Self Healing Hulls || Duranthium - 1
 
|-
 
| Targeting Scanners || 1 || Targeting || 15 || 65 || 0.75 || Accuracy 0.25 || None || Threat 2 || Targeting Support || None
 
|-
 
| Stealth Field || 1 || Targeting || 20 || 18 || 0.25 || Jamming 0.1 || None || Fortitude 1 || Targeting Assist || None
 
|-
 
| Jamming Array || 1 || Targeting || 15 || 65 || 0.75 || Jamming 0.25 || None || Fortitude 2 || Targeting Support || Thulium - 1
 
|-
 
| Rapid Recharger || 1 || Augment || 10 || 27 || 0.25 || Beam Cooldown -30% || Beam Attack -15% || Threat 1 || Beam Weapons || None
 
|-
 
| Energy Accelerator || 1 || Augment || 12 || 51 || 0.5 || Beam Range 30% || None || Threat 2 || Beam Weapon Augmentation || Elerium - 1
 
|-
 
| Shield Leach || 1 || Augment|| 14 || 97 || 1.0 || Shield Damage Weapon 1.0 || None || Threat 3 || High Energy Transfer || Elerium - 1
 
|-
 
| Shield Punch || 1 || Augment|| 16 || 185 || 1.75 || Ignore Shield 0.5 || Beam Attack -25% || Threat 4 || High Energy Magnification || Elerium - 1
 
|-
 
| Missile Assister || 1 || Augment|| 8 || 27 || 1.75 || Missile Cooldown -25% || None || Threat 2 || Missile Weapons || None
 
|-
 
| Slingshot Booster || 1 || Augment|| 10 || 51 || 1.75 || Missile Range +25% || None || Threat 3 || Missile Augmentation || Antimatter - 1
 
|-
 
| Cluster Warheads || 1 || Augment|| 12 || 97 || 1.75 || Point Damage Weapon 1.0 || None || Threat 4 || Advanced Missile Guidance || Antimatter - 1
 
|-
 
| Launch Assister || 1 || Augment|| 8 || 185 || 1.75 || Missile Cooldown -50% || None || Threat 6 || Intelligent Warheads || Antimatter - 1
 
|}
 
   
  +
[[Carrier module]]s can launch fighters during [[ship combat]]. The role of the fighters depends on the module type.
=== Carrier Modules ===
 
   
  +
=== Repair modules ===
Carrier Modules Provide Carrier Based Craft to Perform Assault, Interceptor, Guardian, and Escort Functions
 
   
  +
[[Repair module]]s restore the {{Hit Points}} of a ship after [[ship combat]] through {{Tactical Repair}}.
{| class="wikitable"
 
|-
 
! Carrier Module !! Threat !! Mass !! Cost !! Maintenance !! Capacity !! Required Technology
 
|-
 
| Assault || 6|| 70 || 68 || 0.75 || Assault Fighters 3 || Carriers
 
|-
 
| Drone || 6 || 45 || 48 || 0.5 || Interceptor Fighters 3 || Carrier Focus 1
 
|-
 
| Guardian || 6 || 45 || 48 || 0.5 || Guardian Fighters 3 || Carrier Focus 2
 
|-
 
| Escort || 6 || 70 || 68 || 0.75 || Escort Fighters 5 || High Capacity Carriers
 
|}
 
 
=== Advanced Support Modules ===
 
   
  +
=== Targeting modules ===
{| class="wikitable"
 
|-
 
! Module Type !! Limit per Ship !! Placement !! Mass !! Cost !! Maintenance !! Value !! Effect 1 !! Effect 2 !! Stat || Technology Required || Resource Requirements
 
|-
 
| Field Generator || 1|| Support || 15 || 18 || 0.25|| - || Shield Strength 5 || None || Fortitude 1 || Shield Support Systems || None
 
|-
 
| Field Augmentation Array || 1 ||Support || 15 || 34 || 0.25 || - || Shield Strength 25% || None || Fortitude 2 || Shield Augmentation || Elerium - 1
 
|-
 
| Leaching Field || 1 || Support || 15 || 65 || 0.75 || - || Shield Strength -50% || None || Fortitude 3|| Energy Field Manipulation || Elerium - 1
 
|-
 
| Barrier Field Generator || 1 || Support || 15 || 65 || 0.25 || - || Shield Strength 20 || None || Fortitude 4 || Energy Field Manipulation || Elerium - 1
 
|-
 
| Missile Disruptor || 1 || Support || 15 || 34 || 0.25 || - || Point Defense 2 || None || Fortitude 1 || Point Defense Support System || None
 
|-
 
| Point Augmentation Array || 1 || Support || 15 || 65 || 0.75 || - || Point Defense 25% || None || Fortitude 2 || Point Defense Augment || Antimatter - 1
 
|-
 
| Point Disruption || 1 || Support || 15 || 65 || 0.75 || - || Point Defense -50% || None || Fortitude 3 || Point Defense Manipulation || Antimatter - 1
 
|-
 
| Point Defense Array || 1 || Support || 15 || 34 || 0.25 || - || Point Defense 4 || None || Fortitude 4 || Point Defense Manipulation || Antimatter - 1
 
|-
 
| Integrity Field || 1 || Support|| 15 || 34 || 0.25 || - || Armor Rating 10%|| None || Fortitude 1 || Armor Support Systems || None
 
|-
 
| Hull Enhancement Field || 1 || Support|| 15 || 65 || 0.75 || - || Armor Rating 25% || None || Fortitude 2 || Armor Enhancement || Durantium - 1
 
|-
 
| Integrity Disruptor || 1 || Support|| 15 || 123 || 1.25 || - || Armor Rating -50% || None || Fortitude 3 || Integrity Field Projection || Durantium - 1
 
|-
 
| Structural Enhancement Field || 1 || Support|| 15 || 65 || 0.75 || - || Tactical Repair 1|| None || - || Hull Strengthening || None
 
|-
 
| Repair Drones || 1 || Support|| 15 || 123 || 1.25 || - || Tactical Repair 2.5 || None || - || Hull Repair Systems || Thulium - 1
 
|-
 
| Nanite Projection Array || 1 || Support|| 15 || 235 || 2.25 || - || Tactical Repair 5.0 || None || - || Self Healing Hulls || Thulium - 1
 
|-
 
| Beam Assist || 1 || Support|| 15 || 34 || 0.25 || - || Beam Cooldown -15% || None || - || Beam Weapon Augmentation || Elerium - 1
 
|-
 
| Beam Magnification Array || 1 || Support|| 15 || 65 || 0.75 || - || Beam Attack +25% || None || - || High Energy Transfer || Elerium - 1
 
|-
 
| Missile Guidance System || 1 || Support || 15 || 34 || 0.25 || - || Missile Accuracy 0.25 || None || - || Missile Augmentation || Antimatter - 1
 
|-
 
| Missile Guidance Array || 1 || Support || 15 || 65 || 0.75 || - || Missile Attack 0.25 || None || - || Advanced Missile Guidance || Antimatter - 1
 
|-
 
| Inertial Dampeners || 1 || Support|| 15 || 34 || 0.25 || - || KInetic Attack +10% || None || - || Kinetic Augmentation || Durantium - 1
 
|-
 
| Inertial Field Projector || 1 || Support|| 15 || 65 || 0.75 || -|| Kinetic Attack +25% || None || - || Mass Manipulation || Durantium - 1
 
|-
 
| Accelerator Field || 1 || Support|| 15 || 185 || 1.75 || - || Kinetic Range +25% || None || Threat 6 || Inertial Magnification || Durantium - 1
 
|-
 
| Targeting Array || 1 || Support|| 15 || 34 || 0.25 || - || Accuracy 0.1 || None || Threat 3 || Targeting Assist || Thulium - 1
 
|-
 
| Subspace Targeting Grid || 1 || Support|| 15 || 65 || 0.75 || - || Accuracy 0.25 || None || Threat 5 || Targeting Support || Thulium - 1
 
|-
 
| Jamming Field Generator || 1 || Support|| 15 || 97 || 1.0 || - || Jamming 0.1 || None || Fortitude 1 || Targeting Assist || Thulium - 1
 
|-
 
| Field Disruption || 1 || Support|| 15 || 123 || 1.25 || - || Jamming 0.25 || None || Fortitude 2 || Targeting Support || Thulium - 1
 
|-
 
| Wake Generator || 1 || Support|| 15 || 34 || 1.0 || - || Tactical Speed 10% || None || - || Hyperfield Projection || Promethion - 1
 
|-
 
| Slipstream Generator || 1 || Support|| 15 || 65 || 0.75 || - || Tactical Speed +25% || None || Threat 6 || Gravity Field Manipulation || Promethion - 1
 
|-
 
| Repulsor Field || 1 || Support|| 15 || 123 || 1.25 || - || Tactical Speed -25% || None || - || HyperField Disruption || Promethion - 1
 
|-
 
| Stellar Accelerator || 1 || Support|| 15 || 34 || 0.25 || - || Moves Cap +2 || None || - || Hyperfield Projection || Promethion - 1
 
|-
 
| Slipstream Accelerator || 1 || Support|| 15 || 123 || 1.25 || - || Moves Cap +4 || None || - || Stellar Field Projection || Promethion - 1
 
|-
 
| Environmental Shield Module || 1 || Support|| 15 || 34 || 0.25 || - || Immune to Nebula || None || Threat 2 || Support Field Mastery || Promethion - 1
 
|-
 
| Stasis Field Module || 1 || Support|| 15 || 65 || 0.75 || - || Ship Range +12 || None || - || None || Promethion - 1
 
|-
 
| Precursor Protection Field || 1 || Support|| 15 || 123 || 0 || - || Shield Strength +50%, Point Defense +50% || Armor Rating +50% || Fortitude 3 || Precursor Mysteries || Elerium - 1, Antimatter - 1, Durantium -1
 
|}
 
   
  +
[[Targeting module]]s increase the {{Accuracy}} a ship during [[ship combat]]. These were removed from the game by {{Retribution}}.
   
  +
=== Jamming modules ===
  +
[[Jamming module]]s increase the {{Dodge}} of a ship during [[ship combat]]. These were removed from the game by {{Retribution}}.
   
  +
== Special end game components ==
   
  +
Once a civilization has learned the technologies needed for a [[research victory]], some [[special component]]s become available.
   
[[Category:Galactic Civilizations III combat]]
+
[[Category:Ships]]
[[Category:Galactic Civilizations III ships]]
 

Revision as of 22:19, 9 May 2020

A Ship component is part of a ship that is either cosmetic or functional. Functional components, for example a weapon or sensor, are called equipment and determine the properties of the ship.

Engines

Interstellar Drives

An interstellar drive determines the Unrecognized icon nameGC3 Moves Icon Moves of a ship, and, by extension, the fleet, on the galactic map.

Sublight Drive

A sublight drive determines the Unrecognized icon nameGC3 TacticalSpeed Icon Tactical Speed of a ship during ship combat.

Weapons

Weapons come in three basic types: Unrecognized icon nameGC3 Beam Attack Stat Icon Beam weapon, Unrecognized icon nameGC3 Missile Attack Stat Icon Missile weapon and Unrecognized icon nameGC3 Kinetic Attack Stat Icon Kinetic weapon. Each weapon type has a specific range, fire rate, accuracy, defensive counter, and generally required construction resource. All weapons of the same type are combined into a single attack. Each type of weapon has a set of corresponding augment and fleet support modules.

Defenses

There are three basic types of defense that can be placed on ships: Unrecognized icon nameGC3 Armor Rating Stat Icon Armor (counters Unrecognized icon nameGC3 Kinetic Attack Stat Icon Kinetic weapon), Unrecognized icon nameGC3 Shield Strength Stat Icon Shields (counters Unrecognized icon nameGC3 Beam Attack Stat Icon Beam weapon), and Unrecognized icon nameGC3 Point Defense Stat Icon Point defense (counters Unrecognized icon nameGC3 Missile Attack Stat Icon Missile weapon). An attack first does damage to the corresponding defense. Once a defense is exhausted, the next attack reduces the Unrecognized icon nameGC3 HitPoints Icon Hit Points of the ship. Several Hit Point augments are available to increase Unrecognized icon nameGC3 HitPoints Icon Hit Points and thus absorb more damage after defense depletion. Each type of defense has a set of corresponding fleet support modules.

Modules

Life support

Life support components extend the Unrecognized icon nameGC3 ShipRange Icon Ship Range, the maximum distance a ship can be from a planet or starbase.

Sensors

Sensors extend the Unrecognized icon nameGC3 SensorRange Icon Sensor Range, that maximum distance a ship can see. The Subspace Sensor also makes a ship immune to the effects of nebulae.

Utility modules

Utility modules define the fundamental function of a ship. Examples include the Colony and Constructor modules, which classify a ship as a Colony ship and Constructor, respectively.

Carrier modules

Carrier modules can launch fighters during ship combat. The role of the fighters depends on the module type.

Repair modules

Repair modules restore the Unrecognized icon nameGC3 HitPoints Icon Hit Points of a ship after ship combat through Unrecognized icon nameGC3 Ship Maintenance Stat Icon Tactical Repair.

Targeting modules

Targeting modules increase the Unrecognized icon nameGC3 Generic Stat Icon Accuracy a ship during ship combat. These were removed from the game by Retribution.

Jamming modules

Jamming modules increase the Unrecognized icon nameGC3 Intuitive Icon Dodge of a ship during ship combat. These were removed from the game by Retribution.

Special end game components

Once a civilization has learned the technologies needed for a research victory, some special components become available.