| Normal
| Lowest
| Highest
|
|
Mass
| 100
| 1
| 10000
|
|
Warp drag factor
| 100
| 0
| 10000
| Lower number causes ship to burn less fuel.
|
Warp signature
| 100
| 0
| 10000
| Lower number causes ship to be more difficult to detect
|
Maximum subspace speed
| 50
| 10
| 400
| 0 to 400 light years per tun
|
Maximum hyper jump
| -
| 0
| 900
| The maximum distance a ship can hyper jump
|
Cloak fuel burn
| -
| 0
| 1000
| 0 to 1000 kt per turn (fuel used to cloak ship)
|
Scan range
| 250
| 5
| 1000
| Range that the ship can detect a large enemy ship
|
| Normal
| Lowest
| Highest
|
|
Engines
| 2
| 0
| 30
| Subspace engines
|
Generators
| 1
| 0
| 5
| Power generators that supply power to the weapons
|
Tractor beam
| -
| 0
| 200000
| Max mass this ship can tow
|
Power bank
| 100
| 10
| 10000
| Standby weapons power
|
| Normal
| Lowest
| Highest
|
|
Armor limit
| 100
| 0
| 20000
| The limit on the amount of armor reinforcement
|
Shield limit
| 400
| 0
| 3000
| The highest shield power this ship can have
|
Damage mod parts
| 100
| 0
| 1000
| Lower number makes ship parts and hull harder to damage
|
Damage mod system
| 100
| 0
| 1000
| Lower number makes control systems harder to damage
|
Damage mod engines
| 100
| 0
| 1000
| Lower number makes subspace engines harder to damage
|
Damage mod life support
| 100
| 0
| 1000
| Lower number makes life support harder to damage
|
Damage mod hyperdrive
| 100
| 0
| 1000
| Lower number makes hyperdrive engine harder to damage
|
| Normal
| Lowest
| Highest
|
|
Evasive modifier
| 0
| 0
| 100
| The ability to dodge enemy weapons fire
|
Attack modifier
| 0
| 0
| 100
| The ability to bring weapons to bare on the enemy target
|
Soft spot ( Critical Hit )
| 1
| 0
| 100
| Odds that an internal hit will cause the ship to have a critical hit
|
| Lowest
| Highest
|
|
Point defense weapon mounts
| 0
| 10
| Mounts hold one point defense weapon each
|
Small ship weapon mounts
| 0
| 30
| Mounts hold one small weapon each
|
Large ship weapon mounts
| 0
| 20
| Mounts hold one large weapon that is the same size as the mount or smaller
|
Large weapon mount size
| 30
| 2000
| The maximum size of large weapon that will fit in the large weapon mount
|
Fighter bays
| 0
| 20
| Hold fighter wings
|
Fighter bay size
| 1
| 100
| The number of fighters each fighter bay can hold
|
| Lowest
| Highest
|
|
Fuel tank
| 10
| 20000
|
|
Cargo bays
| 0
| 20
|
|
Cargo bay size
| 100
| 10000
|
|
Standard cargo storage
| 0
| 20000
|
|
Ordnance storage
| 0
| 20000
|
|
Repair unit storage
| 0
| 20000
|
|
| Lowest
| Highest
|
|
Crew Size
| 50
| 100000
|
|
Guest Size
| 0
| 100000
|
|
Tech Level
| Ranges from 1 to 20. The tech level required before this ship can be built.
|
Duranium Metal
| Kilotons of metal required to build this hull
|
Tritanium Metal
| Kilotons of metal required to build this hull
|
Molybdenum Metal
| Kilotons of metal required to build this hull
|
Cost
| In megacredits, the cost to build this hull
|
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Fleet Leader
| Does nothing, used for searching for fleet leaders.
|
In A Fleet
| Allows this ship to accept fuel, ord and repair units from ships in the fleet.
|
Share Fuel
| Allows this ship to share fuel with any fleet member that has less than
minimum fuel. The ship will continue to share fuel unit it reaches its minimum fuel
level.
|
Share Ord
| Allows this ship to share ordnance with any fleet member that has less than
minimum ordnance. The ship will continue to share ordnance unit it reaches its
minimum ordnance level.
|
Share Repair
| Allows this ship to share repair units with any fleet member that is
attempting a repair and is lacking repair units. There is no minimum repair unit setting.
|
Auto Pilot
| The ship does whatever the ship ' s computer wants to do.
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Attack All Enemies
| Attack enemies, ship has permission to fire first.
|
Flee From All Enemy Races
| Run away and do not attempt to fight
|
Stay At Stand Off Range
| Try to stay at a stand off range (0 to 1000) if possible and fire at the enemy
from that range.
|
Hold The Line At Any Cost
| Do not run no matter what.
|
Target Soft
| Target the enemy targets that are small or soft and can quickly be destroyed.
Enemy cargo pods will be targeted first.
|
Target Dangerous
| Target the enemy target that has the most dangerous weapons.
|
Strike Through
| Travel through the battle area as quickly as possible. Take one shot at enemy
targets and run.
|
RAM!
| Attempt to run into enemy ships
|
Delay Ship (Second Wave)
| Ship waits and enters battle as a part of a second wave about half way through
the battle.
|
Fire At Ground Targets
| This gives the ship permission to fire on enemy ground bases, even if they do
not fire first. Ships always have permission to fire on ground bases if the
ground base first fires on the ship.
|
Intercept Target
| Ship will follow the intercept target unit the object disappears off of the
scanners or is destroyed.
|
Escort Target (Fleet leader)
| If this ship does not have an intercept target it will follow its escort
target. If a ship has nether an escort target or an intercept target it will travel
to its first way point.
|
Capture Target
| If a ship passes by the capture target object it will attempt to capture the
object.
|
Tow Target
| If a ship passes by the tow target it will attempt to tow the target object
|
Kill Target
| If the ship ends up in a battle it will try to do the most damage and mainly
target its kill target before targeting other ships in the battle.
|
Transfer Target
| If the ship passes by the transfer target it will attempt to move cargo to and
from the transfer target.
|