Use this thread in order to posts any purchases, whether they be on units, buildings, or items, below.
Buildings
General Information:
All planets can be upgraded with some additional buildings that provide a specific benefit to the system's owner. Buildings are arranged into building trees with three types of buildings in each of them arranged into Tier 1, Tier 2, and Tier 3 categories. In order to purchases a building of a higher tier, you must have already purchased and built the previous tier of that building. Players are not obligated to fully construct an entire tier and may pick and choose where to stop in the tree as they wish.
Building Slots:
Each planet initially has 15 building slots available to it with no limitation on what type of building that you can construct. An additional 3 slots can be obtained by purchasing the administration tree for a total of 18.
Build Times:
Buildings take 4 days to build and take effect on the first new year that arrives after their construction finishes (eg, anything built friday-sunday will be ready for the next friday)
Building Cost Per Tier:
Tier 1: 30,000 Crowns
Tier 2: 60,000 Crowns
Tier 3: 90,000 Crowns
Military Buildings:
Dedicated Military Infrastructure:
Corps Level Barracks (Tier 1): +10% Manpower
Enhanced Recruitment Centers (Tier 2): +5% manpower regen
Dedicated Training Facilities (Tier 3): Decreased recruitment cost by 10%, reduced upkeep by 10%.
Orbital Defenses:
Orbital Weapon Platforms (Tier 1): +2 to space battle rolls in your system
Sensor Arrays (Tier 2): +5 detection. Allows for detection rolls that are made when a fleet enters your own system to also be made 4 hexes around your system, and in systems directly connected by a warp gate.
Orbital Garrison (Tier 3): Provides a small defense fleet of 1 Heavy Cruiser, 2 Escort Cruisers, 2 Destroyer Escorts, and 2 AA Frigates. This fleet cannot be moved out of the system.
Planetary Defenses:
Planetary Fortifications (Tier 1): +2 to all land battle rolls in your system
Household Guard Quarters (Tier 2): Provide 2 Light Armor Battalions and 4 Assault Battalions to aid in planetary defense. They cannot be removed from the system defense.
Hardened Airwing Hangar (Tier 3): Provides 10 Airwings for planetary
Military Production Facilities:
Planetside Industrial Warfage (Tier 1): Enables the construction of basic warships (frigates, destroyers, and the escort carrier) within the system.
Orbital Construction Scaffold (Tier 2): Enables the construction of medium warships (all cruisers and the fleet carrier)
Orbital Military Shipyard (Tier 3): Enables construction of heavy warships (battleships and super carrier)
Mech Suit Production Facilities:
Light Mech Suit Factory (Tier 1): Enables recruitment of Light Mech Suits Units.
Heavy Mech Suit Factory (Tier 2): Enables recruitment of Heavy mech Suit Units.
Mech Suit Thruster Factory (Tier 3): Attaches thrusters to Mech Suits to allow them to be deployable in space combat.
Civil Buildings:
Trade Infrastructure:
Small Spaceport (Tier 1): +1 trade fleet.
Large Spaceport (Tier 2): +10% trade income
Additional Warehouses (Tier 3): +10% trade income
Trade Escorts:
Light Escort (Tier 1): 3 escort frigates and 1 marine battalion are assigned to protect each of your trade fleets. All NPC planets are assumed to have this building built for them.
Medium Escort (Tier 2): Your escort fleets are upgraded to 1 Destroyer Escort, 2 Escort Frigates, 1 AA Frigate, and 1 marine battalion.
Heavy Escort (Tier 3): Your escort fleets are upgraded to 1 Escort Cruiser, 3 Destroyer Escorts, 1 Flak Destroyer, and 2 marine battalions.
Civil Industries:
Subsidised Businesses (Tier 1): +10% system income
Subsidised Industries (Tier 2): +10% system income
Nationalized Industries and Businesses (Tier 3): +20% income
Research Type Building:
Planetary College (Tier 1) - Grants 10 research points per year
System Academy (Tier 2) - Grants an additional 10 research points per year.
Domain University (Tier 3) - Grants an additional 20 research points per year.
Administration:
Imperial Contracts Office (Tier 1): +1 to your building cap. Allows you to hire mercenary companies.
Imperial Consulate (Tier 2): +1 building cap. Grants a 20% discount to hiring mercenary companies.
Governmental Palace (Tier 3): Grants +3 prestige yearly due to fear. +1 building cap.
Land Units
Land Units: Terrestrial units can only be used in planetary environments, unless otherwise explicitly stated. Terrestrial units must be embarked into a ship with sufficient cargo space in order to be transported to another system.
Infantry:Infantry are a vital component of any modern Freyma’s forces, as they are the most efficient way to garrison planets and police the populace. They are also the cheapest and most plentiful units that can be deployed to the field.
- Planetary Militia Battalion - 5,000 troops:
- Attack: 50. // Defence: 50. // Anti-Air: 30. // Transport Size: N/A.
- Manpower: N/A. // Cost: 7,500. // Upkeep: 1,875.
- Abilities: Conscription. Do not cost manpower, but may not be moved from the system they are raised in. Cannot be taken as upkeep-free troops.
- Line Infantry Battalion - 5,000 troops:
- Attack: 75. // Defence: 75. // Anti-Air: 35. // Transport Size: 100.
- Manpower: 5,000. // Cost: 10,000. // Upkeep: 2,500.
- Abilities: N/A
- Shock Infantry Battalion - 5,000 troops:
- Attack: 100. // Defence: 100. // Anti-Air: 40. // Transport Size: 125.
- Manpower: 6,500 // Cost: 13,500. // Upkeep: 3,375.
- Abilities: Steadfast. +2 to attack rolls if 40%+ of opposing flank is armour.
Armor:
Armored units are the fighting vehicles of Imperial forces. Ranging from light scout cars all the way up to massive war-walkers, armored units excell in throwing enemy lines into disarray and creating beachheads.
- Light Armor Battalion - 500 vehicles:
- Attack: 125. // Defence: 125. // Anti-Air: 0. // Transport Size: 150.
- Manpower: 8,500 // Cost: 17,500. // Upkeep: 4,375.
- Abilities: Armored Fist. +2 to attack rolls if 40% of the flank is Armored Units.
- Heavy Armor Battalion - 300 vehicles:
- Attack: 150. // Defence: 150. // Anti-Air: 0. // Transport Size: 200.
- Manpower: 10,000 // Cost: 20,000. // Upkeep: 5,000.
- Abilities: Armored Fist. +2 to attack rolls if 40% of the flank is Armored Units.
Mechs:
State of the art battle walkers equipped with mighty weaponry suitable for any occasion. WIP
- Light Mech Suit: 125 Attack/Defense, 50 AA, 8,500 MP, 20,000 Recruitment, 5,000 upkeep
- Heavy Mech Suit: 150 Attack/Defense, 75 AA, 10,000 MP, 30,000 Recruitment, 6,000 upkeep
Support:
The Support wing provides specialisation and specific niche services to the table. The most effective fighting forces in the Empire make use of support components to complement their main fighting forces.
- Artillery Regiment - 100 vehicles:
- Attack: 150. // Defence: 25. // Anti-Air: 0. // Transport Size: 125.
- Manpower: 5,000 // Cost: 17,500. // Upkeep: 4,375.
- Abilities: Barrage. May attack from reserve. If reserve is attacked, artillery has attack value of 0 due to minimum range.
- Flak Regiment - 100 vehicles:
- Attack: 25. // Defence: 25. // Anti-Air: 150. // Transport Size: 125.
- Manpower: 15,000 // Cost: 15,000. // Upkeep: 3,750.
- Abilities: N/A.
- Engineer Regiment - 500 troops:
- Attack: 0. // Defence: 25. // Anti-Air: 0. // Transport Size: 10.
- Manpower: 500 // Cost: 25,00. // Upkeep: 625.
- Abilities: Sappers. +1 to attack and defence rolls if there is 1:10 ratio of engineers in your force.
- Medical Regiment - 500 troops:
- Attack: 0. // Defence: 25. // Anti-Air: 0. // Transport Size: 10.
- Manpower: 500 // Cost: 25,00. // Upkeep: 625.
- Abilities: Triage. -15% to post-battle losses if there is 1:10 ratio of medics in your force.
- Marine Regiment - :
- Attack: 0. // Defence: 25. // Anti-Air: 0. // Transport Size: 10.
- Manpower: 500 // Cost: 25,00. // Upkeep: 625.
- Abilities: Boarding. +1 to post-battle ship capture roll for every surviving ship carrying a Marine Regiment. Can't be deployed in land battles.
Space Units
Battleships
At the center of any conventional war fleet, you have the battleship, a massive warship armed with the largest and most powerful guns ever created by mankind but they come at a price.
- A Behemoth is the standard variation of a battleship, favoring neither offense nor defense but a balanced arsenal. They are the primary type of big-gunned warships seen through the galaxy.
- Attack: 400// Defense: 400// Anti-Air: 30//Speed: 3
- Manpower: 35,000 // Cost: 100,000. // Upkeep: 20,000.
- A Dreadnought is a battleship variation that trades off having stronger armor in return for less firepower. Many who advocate the use of Dreadnoughts say that it is better to have a warship that can survive a naval engagement then one that can enter a battle and not come out.
- Attack: 300// Defense: 500// Anti-Air: 30//Speed: 3
- Manpower: 35,000 // Cost: 100,000. // Upkeep: 20,000.
- Cannot be purchased until Space Armor 2 is unlocked.
- A Leviathan is the opposite of a Dreadnought, favoring increased firepower at the expense of some armor. Their advocates state that a battleship that it is better to have a warship that can tear the enemy to pieces compared to something that just sits there, soaking damaging and not be able to give it back.
- Attack: 500// Defense: 300// Anti-Air: 30//Speed: 3
- Manpower: 35,000 // Cost: 100,000. // Upkeep: 20,000.
- Cannot be purchased until Space Weaponry 2 is unlocked.
Heavy Cruisers
A step below the battleships in terms of firepower and armor are the Heavy Cruiser type of warships. They are considered to be the poor man’s battleship meant for systems who are incapable of meeting all the requirements necessary to keep a true battleship running.
- A Battlecruiser is the Leviathan of the Heavy cruisers sporting more firepower at the cost of less armor. It appears that he Leviathan advocates have won out here.
- Attack: 250// Defense: 150// Anti-Air: 40//Speed: 5
- Manpower: 20,000 // Cost: 50,000. // Upkeep: 10,000.
- A Heavy Cruiser is the standard variant of this warship type, sporting good firepower and armor for its price tag.
- Attack: 200// Defense: 200// Anti-Air: 40//Speed: 5
- Manpower: 20,000 // Cost: 50,000. // Upkeep: 10,000.
- A Fast Cruiser is the speedier version of the heavy cruiser, sacrificing some armor in exchange for more powerful engines. These ships are the perfect vessels to serve as the flagshipof any fast assault fleet.
- Attack: 200// Defense: 150// Anti-Air: 40//Speed: 8
- Manpower: 20,000 // Cost: 50,000. // Upkeep: 10,000.
- Cannot be purchased until Space Engine 2 is unlocked.
Light Cruisers
Light Cruisers are the type of warships that lie between their heavier counterparts and the smaller destroyers. They are the first type of warship to primarily serve as the escorts for the larger ship in your fleet although they still do manage to boast decent armor and firepower but with more anti-aircraft capabilities and being able to move faster than the bigger warships.
- Escort Cruisers are the standard variant of light cruisers. They have decent armor and decent firepower and are equipped of decent anti-air defenses but they do not excel at anyone task.
- Attack: 100// Defense: 100// Anti-Air: 60//Speed: 8
- Manpower: 10,000 // Cost: 25,000. // Upkeep: 5,000.
- Missile Cruisers are a variant of the light cruiser that favors enhanced offensive capabilities due to their use of missile batteries at the expense of weaker hulls. They were initially designed to serve as the heavy hitters in anti-piracy fleets before they slowly rose in prominence in the modern Imperial Navy.
- Attack: 140// Defense: 60// Anti-Air: 60//Speed: 8
- Manpower: 10,000 // Cost: 25,000. // Upkeep: 5,000.
- Flak Cruisers are a variant of light cruisers that were designed to serve solely as a support role for the battleships and heavy cruisers. Though their armor remains the same as the escort variant, Flak cruisers have weaker main guns in exchange for more anti-aircraft capabilities, as their name suggests, these warships sport many more flak batteries to provide a deadly spray against hostile aircraft.
- Attack: 70// Defense: 100// Anti-Air: 200//Speed: 8
- Manpower: 10,000 // Cost: 25,000. // Upkeep: 5,000.
Destroyers
Below the light cruisers exist the destroyer type of warships. Destroyers in all of their variants serve the same role as the light cruisers but with just half the ability of an actual light cruiser but in exchange, you get to have destroyers for everyone light cruiser.
- Destroyer Escort
- Attack: 50// Defense: 50// Anti-Air: 50//Speed: 10
- Manpower: 5,000 // Cost: 10,000. // Upkeep: 2,000.
- Flak Destroyer
- Attack: 30// Defense: 50// Anti-Air: 150//Speed: 10
- Manpower: 5,000 // Cost: 10,000. // Upkeep: 2,000.
- Missile Destroyer
- Attack: 80// Defense: 20// Anti-Air: 50//Speed: 10
- Manpower: 5,000 // Cost: 10,000. // Upkeep: 2,000.
Carriers
Although aircraft have long been an important weapon in mankind’s arsenal in planetary engagements, in the confines space they were rarely used before the creation of the carrier style warships and aircraft that could withstand the many dangers of open space. Carriers are a unique warship in that they have no direct attack power of their own, instead relying on the strength of their aircraft to deal damage to the enemy. This however can be a double-edged sword as the weapons of a carrier’s aircraft must strike at the most vulnerable areas of a warship to be effective. A hit anywhere will probably do nothing whereas a shot from a conventional warship would at least do some damage even if it’s a minor one.
- Escort Carriers are the smallest type of carriers, being roughly equivalent to a light cruiser in size and role. They are primarily a support warship as they do not have the aircraft capacity to be a true game changer on the battlefield.
- Attack: 0// Defense: 100// Anti-Air: 40//Speed: 8//Aircraft Capacity: 4
- Manpower: 10,000 // Cost: 25,000. // Upkeep: 5,000.
- Fleet Carriers are the middle child of carrier types having only double the capacity of an escort carrier but not even close to that of a Super Carrier. Their increased hanger bay size allows them to provide more offensive capabilities to a war fleet moving them from a support role to a full capital warship.
- Attack: 0// Defense: 200// Anti-Air: 80//Speed: 5//Aircraft Capacity: 8
- Manpower: 20,000 // Cost: 50,000. // Upkeep: 10,000.
- Super Carriers are the top dogs of carrier world having a massive aircraft capcity due to their huge hangers. This would make snese as Super Carriers are roughly equivalent to battleships in size. This increased aircraft capacity allows Super Carriers to possibly serve as the sole offensive power of a war fleet, replacing battleships as a result.
- Attack: 0// Defense: 400// Anti-Air: 160//Speed: 3//Aircraft Capacity: 20
- Manpower: 35,000 // Cost: 80,000. // Upkeep: 16,000.
Frigates
Frigates are the final type of ship in the Imperial Navy serving a multi-purpose role among all of their variants.
- Flak Frigates are primarily cheap anti-aircraft platforms providing a large amount of protection against hostile aircraft relative to their smaller size. This comes at a cost though as Flak Frigates basically have nothing else to offer.
- Attack: 15// Defense: 20// Anti-Air: 100//Speed: 10//Troop Capacity: 0
- Manpower: 2,000 // Cost: 5,000. // Upkeep: 1,000.
- Escort Frigates are the standard variant of the Frigate class with weak weaponry, armor, and anti-aircraft ability in addition to having some ability to transport land armies from planets to planets.
- Attack: 30// Defense: 30// Anti-Air: 30//Speed: 10// Troop Capacity: 100
- Manpower: 2,000 // Cost: 5,000. // Upkeep: 1,000.
- Assault Frigates serve an odd role compared to their counterparts. They were designed to be an aggressive warship designed to use the Frigates increased speed to help with boarding operations during a naval engagement.
- Attack: 15// Defense: 20// Anti-Air: 100//Speed: 10// Troop Capacity: 200
- Manpower: 2,000 // Cost: 5,000. // Upkeep: 1,000.
- Minelayer Frigate as their name suggests lay mines around a planetary system. That is their only roll as none of their other qualities will serve them well in a battle.
- Attack: 10// Defense: 20// Anti-Air: 10//Speed: 8
- Manpower: 2,000 // Cost: 5,000. // Upkeep: 1,000.
- Minesweeper Frigates do the opposite job of a minelayer. They clear systems of minefields and just like minelayers, serve no other roll.
- Attack: 10// Defense: 20// Anti-Air: 10//Speed: 8
- Manpower: 2,000 // Cost: 5,000. // Upkeep: 1,000.
- Transport Frigates are the main transport craft of the Imperial Navy, They are useless in battle as they are only equipped with just enough firepower, armor, and anti-aircraft to chase off weak pirate ships.
- Attack: 10// Defense: 20// Anti-Air: 10//Speed: 8// Troop Capacity: 400
- Manpower: 2,000 // Cost: 5,000. // Upkeep: 1,000.
Aircraft
Aircraft are special weapons of war that behave differently than other military units. They can be deployed in both land and space battles. Aircraft are unique in that they must be deployed from either Hangers that are located on a particular planet or from carriers. Without either one of these, aircraft cannot be deployed and are a waste of your resources. However, with either of those, Aircraft can be a valuable weapon that can help turn the tide of battle.
- Superiority Fighters
- Space Stats: Attack: 10// Defense: 0// Anti-Air: 50
- Manpower: 500 // Cost: 1,000. // Upkeep: 200.
- Multi-Role Fighters
- Attack: 20// Defense: 0// Anti-Air: 30
- Manpower: 500 // Cost: 1,000. // Upkeep: 200.
- Strike Bombers
- Attack: 40// Defense: 0// Anti-Air: 10
- [FONT=Arial]Manpower: 500 // Cost: 1,000. // Upkeep: 200.




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