Glossary (SEV)

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4X Strategy Games

(Game Concept)

A term to describe a particular type of strategy game. 4X stands for eXplore, eXpand, eXploit and eXterminate. Games that are described as 4X are often long. They also often have a strong management aspect and combat plays a crucial role in determining victory.

Applied Science

(Game Concept)

Atmosphere

(Game Concept)

The molecular makeup of the gases surrounding the physical planet. In Space Empires V, there is no such thing as compatible atmospheres. There are breathable and non-breathable atmospheres. A colony that exists on a planet with a non-breathable atmosphere will result in being domed.

Base

(Game Concept)

Colony

(Game Concept)

A planet that has been occupied by an Empire. Colonies may be Domed or Undomed according to the Atmosphere of the planet. Each colony may optionally be attributed, by the owning empire, a Colony Type.

Colony Type

(Game Concept)

A categorization type defined by the Empire ruling a particular colony. Defining a Colony Type has little to no impact on the game, however, can be quite useful when viewing the Colonies Screen for sorting. Defining a Colony Type can also help to remind the Player what role that particular Colony serves for the Empire.

Component

(Game Concept)

The composite parts of a Design. For any Design, the components determine the capabilities and characteristics of that Design. Components come in several categories: Armor, Shields, Storage, Vehicle Control and Weapons.

Cultural Achievement

(Game Concept)

An ability, gained through research, that strengthens a particular aspect of the empire, such as Population Growth or Happiness. There are 8 Cultural Achievements in all, with 20 levels of advancement.

Design

(Game Concept)

Domed Colony

(Game Concept)

A colony that exists on a planet whose atmosphere is not breathable by its colonists. Domed Colonies have 20% of the maximum facility space and 20% of the maximum population.

Drone

(Game Concept)

A particular type of unit that, once released, is autonomous and attacks or defends a target in combat. Like all units, Drones can only be contained within Ships and Bases.

Empire

(Game Concept)

A player (human or computer) representing a group of space-faring sentient lifeforms. Each empire has a Government Type, Race, and separate Economy from the others.

Espionage

(Game Concept)

An Intelligence action resulting in the gaining of specialized information about an empire or its assets. Espionage can be performed on 4 levels: Empire Wide, Planets and Colonies, ..., and ...

Facility Space

(Game Concept)

The space on a Colony allowed for building Planetary Facilities. The amount of space depends on the Planet Size and whether the colony is Domed or Undomed.

Fighter

(Game Concept)

A class of Military Unit. Fighters are very small, fast ships that are when activated attack or defend a target in combat. They will then return automatically to the Ship or Base that owns them. Often, they are faster than the Ships they are fighting and can be used to intercept and inhibit retreat of opposing Ships. They are particularly vulnerable to Point Defense.

Intelligence

(Game Concept)

Intelligence Achievement

(Game Concept)

Maintenance Cost

(Game Concept)

The cost for maintaining an empires physical assets. In Space Empires V, maintenance costs only apply to Ships, Bases and Units. Maintenance Costs can vary, but are typically in the ranges of 20% and 25% of the initial build cost. You may view the maintenance cost of a particular ship by viewing its Design in the Design View.

Mine

(Game Concept)

Planetary Facility

(Game Concept)

A building on a Colony that affords an ability or bonus to the Colony, System, or Empire. Each facility takes up space on the Colony. Access to Facilities are gained through researching Technologies. See the Facilities Reference or the Tech Tree for a full list and how to gain access them.

Planetary Improvement Facility

(Game Concept)

Planet Value

(Game Concept)

The planet's ability to produce a certain Resource. A higher value results in a higher yield for that Resource meaning that Resource Facilities will produce more of that particular Resource.

Resarch

(Game Concept)

The process of an empire to expand themselves technologically through the exploration of science.

Research Points

(Game Concept)

The Research Point is the basic unit of technological growth within an empire. Research Points are attributed to an empire via Research Facilities. Research is managed by the Research Screen. By investing Research Points into a Technology, an empire will gain access to new Facilities, Ship Types, Components and other Technologies.

Resource

(Game Concept)

One of three types of resources that are gathered, stored and spent on the production and maintenance of the empire. Resources are spent entirely on physical objects such as Facilities, Ships, Bases and Units. Ships and Bases are additionally sujbect to maintenance costs.

Sabotage

(Game Concept)

Satellite

(Game Concept)

Ship

(Game Concept)

Ship Construction Queue

(Game Concept)

Technology

(Game Concept)

Theoretical Science

(Game Concept)

Troop

(Game Concept)

Unit

(Game Concept)

A military object that is augments the combat ability of Ships or Bases. Units come in several categories and may be Drones, Fighters, Satellites, Troops or Mines.

Weapon

(Game Concept)

A particular category of components that may be attached to the Design of a Ship, Base or Unit. Weapons are gained through Research.