Galactic Civilizations III Wiki
(→‎Support Modules: Utility Support Modules)
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== Support Modules ==
 
== Support Modules ==
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Utility Modules provide fundamental functions.
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{| class="wikitable"
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|-
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! Utility Module !! Mass !! Cost !! Maintenance !! Ability 1 !! Capacity 1 !! Capacity 2 !! Requirement
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| Colony || 45 || 27 || 0.25 || Can Colonize || Population Cap 3 || None || None
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|-
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| Contructor || 45 || 27 || 0.25 || Can Construct || Construction Points Cap 1 || None || None
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| Cargo || 40 || 27 || 0.25 || Can Create Trade Route || None || None || Xeno Commerce
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| Transport || 25 || 27 || 0.25 || Can Invade || Population Cap 3 || None || Planetary Invasion
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| Advanced Transport || 45 || 51 || 0.5 || Can Invade || Population Cap 3 || Interceptor Fighters Cap 2 || Aggression Trait 4
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|}
   
 
Special support modules provide various bonuses to ships, but may require special resources to build.
 
Special support modules provide various bonuses to ships, but may require special resources to build.

Revision as of 03:07, 10 May 2015


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 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

Drive Type Drive Mass Moves Drive System Cost Maintenance Value Technology Required
Hyper Drive 10 1 9 0 0.25 None
Hyper Drive Plus 12 2 9 0 0.5 Interstellar Travel
Ion Drive 14 3 18 0.25 0.75 Ion Drive
Warp Drive 16 4 34 0.25 1.0 Warp Field Theory
Hyper Warp Drive 18 5 65 0.75 1.25 Hyperwarp Waves
Stellar Folding 20 6 123 1.25 1.5 Stellar Folding

Sublight Drive

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

Interstellar Drive Augments

Resource Cost Drive Mass Moves Cost Maintenance Value
Prototype Hyper Drive Promethion - 1 10 5 9 0 1.5

Weapons

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.

Beam Beam Attack Range Cooldown Accuracy Mass Cost Maintenance Threat Required Technology
Laser 2 Mid-Range(800) 5 135% 12 18 0.25 0.2 Weapon Systems
Particle Beam 3 Mid-Range(800) 5 135% 14 24 0.25 0.4 Beam Weapons
Disrupter 5 Mid-Range(800) 5 135% 16 34 0.25 0.6 Matter Disruption
Plasma 8 Mid-Range(800) 5 135% 18 48 0.5 0.8 Plasma Projection
Phasors 16 Mid-Range(800) 5 135% 22 68 0.75 1.0 Energy Phasing
Doom Ray 32 Mid-Range(800) 5 135% 24 82 0.75 1.2 Doom Ray


Missile Missile Attack Range Cooldown Accuracy Mass Cost Maintenance Threat Required Technology
Stinger 8 Long-Range(1100) 5.6 125% 18 48 0.5 0.6 Missile Weapons
Harpoon 12 Long-Range(1100) 5.6 125% 20 57 0.5 0.9 Harpoon Tech
Photonic Warhead 16 Long-Range(1100) 5.6 125% 20 65 0.75 1.2 Photonic Warheads
Photon Torpedoes 20 Long-Range(1100) 5.6 125% 22 70 0.75 1.5 Photon Torpedoes
Nightmare Torpedoes 30 Long-Range(1100) 5.6 125% 24 84 1.0 1.8 Nightmare Torpedo Tech


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
Pulse Cannon 6 Short-Range(600) 3 115% 26 67 .75 .5 Pulse Cannon Tech
Graviton Driver 8 Short-Range(600) 3 115% 28 75 .75 .5 Graviton Thrower
Quantum Driver 10 Short-Range(600) 3 115% 30 80 .75 .6 Quantum Drivers
Singularity Driver 16 Short-Range(600) 3 115% 32 91 1.0 .7 Singularity Drivers

Prototype Weapons

If rare mineral resources are available, prototype versions of these weapons are available which are significantly more powerful.

Prototype Weapon Attack Range Cooldown Accuracy Resource Mass Cost Maintenance Threat Required Technology
Prototype Elerium Beam 16 Mid-Range(800) 5 135% Elerium - 1 12 16.2 0.2 1 Weapon Systems
Prototype Antimatter Missile 16 Long-Range(1100) 5.6 125% Antimatter - 1 18 22.5 0.2 1.5 Weapon Systems
Prototype Durantium Driver 8 Short-Range(600) 3 115% Durantium - 1 24 20.7 0.2 0.6 Weapon Systems

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).

Armor Mass Cost Maintenance Armor Rating Fortitude
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


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


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 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

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.

Mass Cost Maintenance Ship Range Value Required Technology
Life Support 6 4 0 6 0.25 Tech Tree
Environmental Support 6 10 0 9 0.5 Interstellar Travel
Stellar Support 8 24 0.25 12 0.75 Life Support
Deep Space Support 10 52 .5 15 1.0 Support Field Generation
Support Field Generator 12 111 1 18 1.25 Promethion Support Systems
Stasis Field Generator 14 235 2.25 21 1.5 Lossless Support Systems

Sensors

Sensors extend the visibility of a star ship.

Mass Cost Range Maintenance Value Technology Required
Navigational 8 9 2 0 0.25 None
Interstellar 9 9 3 0 0.5 Interstellar Travel
Sensor Array 10 34 4 0.25 1.0 Interstellar Survey
Field Detectors 12 65 5 0.75 1.25 Energy Field Sensors
Subspace Sensor 14 123 6 1.25 1.5 Subspace Sensor

Support Modules

Utility Modules provide fundamental functions.

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

Special support modules provide various bonuses to ships, but may require special resources to build.

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


Range Resource Cost Mass Cost Maintenance Value Technology Required
Stasis Field Module Promethion - 1 15 65 0.6 6


Module Type Limit per Ship Placement Mass Cost Maintenance Value 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 2 Accuracy 0.25 None Threat 2 Targeting Support None
Stealth Field 1 Targeting 20 18 0.25 1 Jamming 0.1 None Fortitude 1 Targeting Assist None
Jamming Array 1 Targeting 15 65 0.75 2 Jamming 0.25 None Fortitude 2 Targeting Support Thulium - 1
Rapid Recharger 1 Augment 10 27 0.25 2 Beam Cooldown -0.3 Beam Attack -0.15 Threat 1 Beam Weapons None
Energy Accelerator 1 Augment 12 51 0.5 2 Beam Range 0.3 None Threat 2 Beam Weapon Augmentation Elerium - 1
Shield Leach 1 Augment 14 97 1.0 2 Shield Damage Weapon 1.0 None Threat 3 High Energy Transfer Elerium - 1
Shield Punch 1 Augment 16 185 1.75 2 Ignore Shield 0.5 Beam Attack -0.25 Threat 4 High Energy Magnification Elerium - 1
Missile Assister 1 Augment 8 27 1.75 2 Missile Cooldown -0.25 None Threat 2 Missile Weapons None
Slingshot Booster 1 Augment 10 51 1.75 3 Missile Range 0.25 None Threat 3 Missile Augmentation Antimatter - 1
Cluster Warheads 1 Augment 12 97 1.75 4 Point Damage Weapon 1.0 None Threat 4 Advanced Missile Guidance Antimatter - 1
Launch Assister 1 Augment 8 185 1.75 5 Missile Cooldown -0.5 None Threat 6 Intelligent Warheads Antimatter - 1