A set of modules that would expand FC capabilities:
1. Metroplex module (2000t of internal FC space). Population up to 1000.
A place where population can live.
Colony type market. Requires constant supply of goods to sustain population (food, water, liquid oxygen) which are purchased from FC commodity market. Population demands are added to FC market automatically. When orbiting colonized world unemployed Metroplex population will ask for permission to work and generate influence for one of the powers present in system- when permitted this will "bind" FC to one system for one power cycle.
2. Arcology module (2000t of internal FC space). Population up to 100.
No market. Arcology provides all necessities for population needs. In very rare cases population will ask for materials that can be mined by player to handle losses in recycling process or when internal materials balance is changed.
3. Manufacturing module (5000t of internal FC space).
Provides on board workspace for 1000 population.
Industrial type market. Imports raw materials and exports manufactured goods (select-able by player)
4. Space elevator module (1000t of internal FC space).
Allows FC to be anchored to stellar body- planet or moon that is within space elevator operational limit. FC population will start activities in accordance of player specified population task deployment- for example raw materials extraction, metroplex supply (on earthlike world Metroplex becomes self-sufficient if enough population is reserved for this), ore extraction, archeological excavation. When deployed FC status will turn into Outpost. Fully automated - doesn't need extra population to work beside tasks given by player. Consumes hydrogen as power source unless Refuel station is installed.
4. Exploration Team module (500t of internal FC space).
Provides coordination center for:
a) 1x Small sized exploration ship that will map all unexplored stellar bodies present in system (full system scan included).
b) 1x Small sized raw material mining ship that will extract (slowly) raw materials from planet/moon.
c) 1x Large sized hydrogen harvester ship that will scoop hydrogen from proper star or if not present gas giant and will transfer it to FC commodity market.
and also small hydrogen enrichment plant to convert (slowly) hydrogen from FC commodity storage into FC tritium tank.
Requires 10 population to operate (crew rotation etc).
5. Commodity transfer module (100t of internal FC space).
Provides coordination center for up to 4 ships that can be used as cargo shuttles to sell/buy specific ware from station that is less than 1ls away from FC. Requires population equal to number of ships used.
6. Stasis pods module (100t of internal FC space).
Provides stasis pods for 1000 population. Only unemployed population can be moved to stasis pods- this will prevent them from consuming resources but wages still will have to be paid (with the exception of colonists). For safety reasons stasis pods module has multiple separated energy sources and heavy shielding. Consumes 10t of hydrogen/week unless Refuel station is installed.
7. Cloaking module (1000t of internal space).
Allows FC to enter cloaking mode rendering it invisible to all players (except friends and squadron members only if owner decides to supply them with FC coordinates) and allowing it to enter permit locked system (in this case destination has to be far from star, orbital stations and colonized worlds). Consumes all hydrogen fuel supplied by refuel station and cannot function without it, disables Arcology, Metroplex, Space Elevator, Exploration Team, Commodity Transfer modules and transfers all population on board into stasis pods.
Modules that can be stacked: Metroplex, Manufacturing, Stasis Pods, Arcology.
Arcology and Metroplex modules provide population required to operate other modules. Population:
a) Federal, high efficiency, medium wages.
b) Independents, medium efficiency, low wages.
c) Imperials, high efficiency, very high wages, allows usage of 4 imperial slaves per one imperial citizen. Obviously wage will be paid to imperial citizen only.
d) Colonists, zero efficiency, zero wages. Available only after accepting special mission and only if stasis pods are present.
Wages are paid regardless of population being employed or not.
1. Metroplex module (2000t of internal FC space). Population up to 1000.
A place where population can live.
Colony type market. Requires constant supply of goods to sustain population (food, water, liquid oxygen) which are purchased from FC commodity market. Population demands are added to FC market automatically. When orbiting colonized world unemployed Metroplex population will ask for permission to work and generate influence for one of the powers present in system- when permitted this will "bind" FC to one system for one power cycle.
2. Arcology module (2000t of internal FC space). Population up to 100.
No market. Arcology provides all necessities for population needs. In very rare cases population will ask for materials that can be mined by player to handle losses in recycling process or when internal materials balance is changed.
3. Manufacturing module (5000t of internal FC space).
Provides on board workspace for 1000 population.
Industrial type market. Imports raw materials and exports manufactured goods (select-able by player)
4. Space elevator module (1000t of internal FC space).
Allows FC to be anchored to stellar body- planet or moon that is within space elevator operational limit. FC population will start activities in accordance of player specified population task deployment- for example raw materials extraction, metroplex supply (on earthlike world Metroplex becomes self-sufficient if enough population is reserved for this), ore extraction, archeological excavation. When deployed FC status will turn into Outpost. Fully automated - doesn't need extra population to work beside tasks given by player. Consumes hydrogen as power source unless Refuel station is installed.
4. Exploration Team module (500t of internal FC space).
Provides coordination center for:
a) 1x Small sized exploration ship that will map all unexplored stellar bodies present in system (full system scan included).
b) 1x Small sized raw material mining ship that will extract (slowly) raw materials from planet/moon.
c) 1x Large sized hydrogen harvester ship that will scoop hydrogen from proper star or if not present gas giant and will transfer it to FC commodity market.
and also small hydrogen enrichment plant to convert (slowly) hydrogen from FC commodity storage into FC tritium tank.
Requires 10 population to operate (crew rotation etc).
5. Commodity transfer module (100t of internal FC space).
Provides coordination center for up to 4 ships that can be used as cargo shuttles to sell/buy specific ware from station that is less than 1ls away from FC. Requires population equal to number of ships used.
6. Stasis pods module (100t of internal FC space).
Provides stasis pods for 1000 population. Only unemployed population can be moved to stasis pods- this will prevent them from consuming resources but wages still will have to be paid (with the exception of colonists). For safety reasons stasis pods module has multiple separated energy sources and heavy shielding. Consumes 10t of hydrogen/week unless Refuel station is installed.
7. Cloaking module (1000t of internal space).
Allows FC to enter cloaking mode rendering it invisible to all players (except friends and squadron members only if owner decides to supply them with FC coordinates) and allowing it to enter permit locked system (in this case destination has to be far from star, orbital stations and colonized worlds). Consumes all hydrogen fuel supplied by refuel station and cannot function without it, disables Arcology, Metroplex, Space Elevator, Exploration Team, Commodity Transfer modules and transfers all population on board into stasis pods.
Modules that can be stacked: Metroplex, Manufacturing, Stasis Pods, Arcology.
Arcology and Metroplex modules provide population required to operate other modules. Population:
a) Federal, high efficiency, medium wages.
b) Independents, medium efficiency, low wages.
c) Imperials, high efficiency, very high wages, allows usage of 4 imperial slaves per one imperial citizen. Obviously wage will be paid to imperial citizen only.
d) Colonists, zero efficiency, zero wages. Available only after accepting special mission and only if stasis pods are present.
Wages are paid regardless of population being employed or not.
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