Racename AI DesignCreation.txt (SEIV)

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This file tells the AI how to design ships. Each entry defines a particular ship type.

Contents

DesignCreation Properties

Name                                            := Attack Ship
Design Type                                     := Attack Ship
Vehicle Type                                    := Ship
Default Strategy                                := Optimal Firing Range
Size Minimum Tonnage                            := 10
Size Maximum Tonnage                            := 5000
Num Must Have At Least 1 Ability                := 1
Must Have Ability 1                             := Weapon
Minimum Speed                                   := 4
Desired Speed                                   := 6
Majority Weapon Family Pick 1                   := 9
Majority Weapon Family Pick 2                   := 1
Majority Weapon Family Pick 3                   := 25 
Majority Weapon Family Pick 4                   := 0 
Majority Weapon Family Pick 5                   := 0 
Secondary Weapon Family Pick 1                  := 0
Secondary Weapon Family Pick 2                  := 0
Secondary Weapon Family Pick 3                  := 0
Secondary Weapon Family Pick 4                  := 0
Secondary Weapon Family Pick 5                  := 0
Shields Spaces Per One                          := 250
Armor Spaces Per One                            := 1200
Majority Comp Spaces Per One                    := 1200
Majority Comp Ability                           := Weapon
Secondary Comp Spaces Per One                   := 0
Secondary Comp Ability                          := 
Num Misc Abilities                              := 11
Misc Ability 1 Name                             := Point-Defense
Misc Ability 1 Spaces Per One                   := 400
Misc Ability 2 Name                             := Cloak Level
Misc Ability 2 Spaces Per One                   := 10000
Misc Ability 3 Name                             := Quantum Reactor
Misc Ability 3 Spaces Per One                   := 10000
Misc Ability 4 Name                             := Combat To Hit Defense Plus
Misc Ability 4 Spaces Per One                   := 10000
Misc Ability 5 Name                             := Combat To Hit Offense Plus
Misc Ability 5 Spaces Per One                   := 10000
Misc Ability 6 Name                             := Multiplex Tracking
Misc Ability 6 Spaces Per One                   := 10000
Misc Ability 7 Name                             := Shield Regeneration
Misc Ability 7 Spaces Per One                   := 800
Misc Ability 8 Name                             := Emergency Resupply
Misc Ability 8 Spaces Per One                   := 800
Misc Ability 9 Name                             := Self-Destruct
Misc Ability 9 Spaces Per One                   := 10000
Misc Ability 10 Name                            := Scanner Jammer
Misc Ability 10 Spaces Per One                  := 10000
Misc Ability 11 Name                            := Supply Storage
Misc Ability 11 Spaces Per One                  := 500

When Designing a vehicle, the AI appears to use the following sequence:

  1. Verify that all 'Must Have' Abilities are available, and that they are capable of fitting in the current available Hull size.
  2. Selects the Latest Hull design researched. At this time the AI also views the Majority Ability to determine if one of the special hull types is to be used.
  3. The AI places the required Bridge, Life Support, Crew Quarters, and minimum engines. If the Design is using one of the special hull types the hull specific required components are also placed on the design.
  4. The AI placed all 'Must Have' components.
  5. The AI places the desired amount of Shields and Armor. Note: The AI may be forced to use Scattering and Emmissive armor by having it place no armor at this point, and then including the specific Ability in the Add. Abilities section.
  6. The AI places the desired amount of Majority components, followed by the desired amount of secondary components. Note: The AI does NOT count any 'Must Have' components when placing the desired amount, and when placing weapons will always use the largest mount available.
  7. The AI goes through the list of Additional Abilities in numerical order, checking each item and evaluating if there is enough room to place that component. The AI will continue to place the current component on the design until either the desired amount have been placed, or there is not enough room for an additional component. The AI then moves to the next Ability on the list and repeats the placement and evaluation process.
  8. If space is still available once the AI has gone through the entire list, the AI will then place additional Majority Weapons (if attack or defense ship, or Base), there appears to be a limit on the number placed since the AI seems to stop after placeing 5-6 Majority Weapons on a design. If the design is not a combat ship, or it has reached its weapon limit, the AI will place additional shields/armor on the design until all remaining space is used.
Name                                            := Design Type

The name of the Design corresponds to the Default Design Type data file in the data directory. In SE4 Gold, the Name of the design may also be used to call for specific designs in the Construct_Vehicle file, with the values for 'per planet' and 'must have at least' corresponding to the 'Design Type' for that design. This can be any name that the designer wishes to use to differentiate between ship types.

Design Type                                     := AI Design Type

The Design Type field is limited to the values indicated in the default DesignCreation file (See Below). This is not for which type of hull to use, but for use by the AI_ConstructVehicle file, and use by the game programing for how the ship is used. Thus a carrier designed using a transport or normal ship hull would be used by the AI as a carrier (loading with fighters and including in fleets), while a transport designed to use a carrier hull would not be included in fleets, and only be loaded with fighters if being used for the transport of cargo.

Vehicle Type                                    := Type of Vehicle

Vehicle Type corresponds to the Vehicle types listed in the VehicleSize data file.

Default Strategy                                := Ship Movement Strategy

The Default Strategy informs the AI on which strategy the ship should use when not in formation. The Default Strategy must be listed in the Default AI strategy file, or in the races AI strategy file if using a race specific one.

Size Minimum Tonnage                            := Smallest Design Size

This is the smallest design of this type that the AI may attemp to create. If set larger that the AI current tech level will allow, then the AI will be unable to use this design.

Size Maximum Tonnage                            := Largest Design Size

This is the maximum size of vehicle that the AI is allowed to use for this design. Lowering of this value will prevent the AI from creating designs using only the largest vehicle size available. Limiting the maximum tonnage available is useful for controlling the switch to larger weapon mounts, or for maximum engine limits.

Num Must Have At Least 1 Ability                := #

This is the number of abilities (listed in Abilities.txt) the the design is required to have. If any of the abilities are not available, or current vehicle sizes are insufficient to place all the required abilities after placing the reguired bridge/life support/crew and the minimum required number of engines (See Minimum Speed), the design will not be used. Note: I have found that when using 'Must Have' abilities that have a cargo storage secondary ability on a transport hull, a ship will be designed that may have less than the number of required components. I am not sure at this time if this is a bug, or has to do with the cargo storage secondary ability.

Must Have Ability #                             := Ability Name

For each required Ability, a sequentially numbered line must be added. There must be at least as many 'Must Have' lines as the number used for the 'Num Must Have' line. Although more lines may be added, the AI will ignore any additional lines. Multiple components with the same ability may be added by including multiple lines with the same Ability Name. When the 'Weapon' Ability is used, only the Majority weapon family will be used for the required Ability.

Minimum Speed                                   := Minimum # Engines

This is the minimum number of engines the AI is allowed to place on the design. If this number is greater than the maximum number that can be placed on the given vehicle size, then the AI will not use this design. Although the Minimum Speed is listed after the 'Must Have" abilities, the minimum number of engines will be placed on the design prior to placeing any required abilities. Note: if using any modifications that effect the number of engines required for movement, this number may need to be changed accordingly.

Desired Speed                                   := Maximum # Engines

This is the maximum number of engines that will be placed on a design. After placing all required Abilities, the AI will place additional engines on the design until either this number or the maximum number of engines allowed for the vehicle is reached. Note: if using any modifications that effect the number of engines required for movement, this number may need to be changed accordingly.

Majority Weapon Family Pick 1                   := First Choice wf
Majority Weapon Family Pick 2                   := Second Choice wf
Majority Weapon Family Pick 3                   := Third Choice wf 
Majority Weapon Family Pick 4                   := 0 
Majority Weapon Family Pick 5                   := 0

This instructs the AI on which weapon to use for the majority component if it is to be a weapon. The AI will attempt to use Pick 1 first, if it is not available, it will proceed to Pick two,and so forth.

Secondary Weapon Family Pick 1                  := First Choice wf
Secondary Weapon Family Pick 2                  := Second Choice wf
Secondary Weapon Family Pick 3                  := Third Choice wf 
Secondary Weapon Family Pick 4                  := 0
Secondary Weapon Family Pick 5                  := 0

This instructs the AI on which weapon to use for the Secondary component if it is to be a weapon. The AI will attempt to use Pick 1 first, if it is not available, it will proceed to Pick two,and so forth.

Shields Spaces Per One                          := Tonage Value

This instructs the AI on how many shields to place on a design. Up to a ship tonnage equal to this value the AI will place one shield on the design, from this value to twice this value the AI will place two shields, etc...

The "Spaces Per One" parameter is easy to understand once you realize that adding a component works like a loop. Assume that "Shields per One := 200 kt", Hull Space = 800 kt, Shield Component Size 50 kt, free hull space on design only 60 kt.

1. Loop

  • "Shields per One := 200 kt" results in 4 components for this hull
  • Add 1 component
  • Free Space is now 10 kt since the component has a size of 50 kt

2. Loop

  • "Shields per One := 200 kt" results in 4 components for this hull
  • Add another component to a total of 2 components
  • ERROR: Not sufficient hull space to add component
  • End loop and proceed with design

If you now add a component with 10 kt it will be added to the design. Everything bigger is ignored.

SE4 reads the design file from top to bottom. Therefore placing your components in a specific order is crucial for designing. Don't add "killer lines" like "X per Once := 10" except for the last line since this will fill your complete design with the component.

Armor Spaces Per One                            := Tonnage Value

This instructs the AI on how many armor components to place on the design. Armor placement works identicle to shield placement, but when advanced forms of armor become available (stealth, scattering), the advanced forms will be used instead of standard armor which may cause diffulculties due to component size differences.

Majority Comp Spaces Per One                    := Tonnage Value

This tells the AI what the Majority component is. As with all 'Spaces Per One' entries, the number placed on the design is determined by this number divided by the ship tonnage, with any remainders resulting in the placement of an additional component. In all 'Spaces Per One' entries, keep in mind that any components placed due to the 'Must Have' entries are not counted when determining how many components to place on the design. Note, in the latest version of SE4 Gold, using a value of zero will work for designing ships using specific hull types; this will result in the design using the appropriate type of hull and placing the minumum number of required components on without any additional components of the required type (e.x. small transport will place only eight cargo components without adding any extra).

Majority Comp Ability                           := Ability Type

This entry tells the AI what to use as a majority component. It is also used by the AI to determine which type of ship hull to use; if Cargo Storage is used the AI will select a transport hull; Launch/Recover Fighters will cause the AI to select a carrier hull; and Colonize Planet - type will cause the AI to select a colony ship hull. Any other entry will result in the AI selecting a standard hull size.

When Weapon is used, the AI will consult the Weapon Family Pick list, and select the first weapon that is available regardless of relative tech levels. Also keep in mind that when placeing weapons, the AI will always use the largest weapon mount available for the chosen hull size.

Secondary Comp Spaces Per One                   := Tonnage Value
Secondary Comp Ability                          := Ability Type

Secondary components act identicle to the Majority components with the exception that use of Cargo Storage, Launch/Recover Fighters, and Colonize will not determine the ship hull type.

Num Misc Abilities                              := # abilities

This instruct the AI on how many Misc Abilities will be used for this design. There must be at least as many Misc Abilities listed as the number entered, although any lines beyond this value will be ignored.

Misc Ability 1 Name                             := Ability Type
For each Misc Ability, this line instructs the AI on which ability to place a component for. The AI will always select the available component with the greatest value for this ability.
Misc Ability 1 Spaces Per One                   := Tonnage Value

This entry opperates as all 'Spaces Per One' values.

Design Types

The following Design Types are allowed, attempts to use others will result in errors being reported. All Design Types are used by the AI_ConstructVehicle file as a referance for what the AI will build, but the Design Type is also used by the AI for other aspects.

Warships

Designs used in fleets and to attack enemy targets.

Attack Ship

The Attack Ship Design Type is also used by the the AI for determining placement in Attack Fleets and for use in solo exploration. If no Defense ship design is used, the attack ships will also be used for Defense fleets. Use of Fighter, Satellite, Mine, or Cargo bays will not typically work on Attack or Defense Ships as the AI will not attempt to load them with the appropriate cargo. Loading of these components may occur if the ship is located above a planet which runs out of cargo space while producing these units.

Boarding Ship

Boarding Ships will be included into Attack fleets. Boarding ships do not have to include ship capture capabilities; alternatively the Boarding Ship may be designed as a alternative style of attack ship.

Carrier

The Carrier design type is what indicates to the AI that the ship should be loaded with fighters. The AI will only attempt to load ships with the 'Carrier' designation with fighter, non-carrier designs may be designed with hanger bays, but they will only be loaded if the ship containing them happens to be at a planet that has run out of storage space. For the AI to design the carrier using a carrier hull, the Majority Ability must be listed as Launch/Recover Fighters. I have observed that when attempting to use the Cargo Storage Majority Ability to create a design with a transport hull that a slight oddity will occur if a 'Must Have' ability calls out a component that also has Cargo Storage as a secondary ability. In this case, an auxilary carrier designed to have 3 'Must Have' Launch/Recover Fighters, and a Majority Ability of Cargo Storage will design a small transport using only 2 Hanger Bays, along with the 8 Cargo Bays required for a small transport hull.

Defense Ship

The Defense Ship Design Type is used by the AI in claimed systems for defense of its territories. Defense Ships will only be placed in Defense fleets, or used independently, a Defense Ship will not be included in Attack Fleets.

Drone Carrier

The Drone Carrier is used similar to troop transports. While it may be armed with weapons and engage hostile ships, it must be be loaded with drones (even just 1) before it will join a fleet.

Kamikaze Attack Ship

Like the Boarding ship, Kamikaze Attack Ships are included in fleets and may be use as an alternate form of attack ship, or a fleet support ship.

Troop Transport

The Default Troop Transport is designed with Cargo Storage as the Majority Component, resulting in the construction of Troop Transports using a Transport Hull. As the AI seems to have difficulty in effectively using ships designed with a Transport Hull in Attack fleets, the result is that the AI is unable to effectively capture planets (this problem has been corrected in the Gold version, and Troop Transports constructed with transport hulls are used by the AI). By replacing the Cargo Storage majority component with a weapon and placing a small number of Cargo Storage abilities in the 'Must Have' area, an armed Troop Transport using a non-transport hull will be designed. The troop transport will then be included in attack fleets, providing the possibility of effectively assaulting planets. Although the reduced cargo space reduces the chance of successfully assaulting large population worlds, the reduced loading time will increase the frequency of thier use.

Independent Ships

Designs that are not included in fleets, are used according to thier Design Type and associated minister.

Attack Base

The Attack Base is the design for AI constructed base ships. As with Attack Ships, an Attack Base will not load cargo for any bays placed on it. Ships designed as an Attack Base will not be included into fleets. The Attack Base design does not have to be used for base ships only, an Attack Base may be designed to use smaller hulls. Use of an Attack Base design allowing any size of hull provides a useful way to include an AI designed scout ship.

Cargo Transport

While the Cargo Transport may be used in both the DesignCreation and Construct_Vehicle file, this design type does not get used by the AI tending to sit at the location it is constructed and not be used. This design may be useful for races which frequently encounter problems with construction of units exceeding the space limitation of planets, being designed more as a sort of barge or space station consisting of the minimal requirements, cargo and a few fighter or drone bays to launch the associated units if attacked.

Colony (Rock), Colony (Ice), Colony (Gas)

The various Colony designs are what the AI uses for colonizer calls from the ConstructVehicle file. As with the Carrier and Transport hull, the Majority Ability is what instructs the AI to use the Colony ship hull. By changing the Majority Component, the AI can be made to select a different ship hull. Care must be taken with changes to this as it may result in the AI being unable to product colony ships until sufficient technology has been researched to allow for a large enough hull size.

Mine Layer

As with the Carrier, the Mine Layer design instructs the AI that the design is to be used in the loading and deploying of mines. The same oddity with useing a transport hull is also observed with the Mine Layer.

Mine Sweeper

The Mine Sweeper is used by the AI to clear known minefields. The AI will not include Mine Sweepers in Attack Fleets, although by only calling for the Mine Sweeper ability in the 'Must Have' fields, and as an additional ability a Minesweeper with combat effectiveness equivalent to attack ships of a slightly smaller size can be designed that the AI will use in minesweeping fleets.

Population Transport

The Population Transport will be used by the AI's population minister. As such, the Population Transport will only be loaded with population.

Satellite Layer

The Satellite Layer is designed with the same notes as the Mine Layer.

Space Yard Ship

The AI will use Space Yard Ships for both repair of damaged ships, and as mobile Space Yards that it will relocate to Resupply Bases, and Military Installations in systems near hostile races. Note, while the Space Yard Ship design is used for both Construction and repair, a design created without a Space Yard component and only a repair bay, will be left at the planet it is constructed at by the AI.

Bases

Defense Base

The Defense Base Design is used by the AI for construction of non-shipyard bases over planets. As with Attack ships, the AI will not place cargo aboard a Defense base, although the presence of bases above planets may be benificial as over-flow from unit construction will be placed in any cargo space located on orbital bases. While the default design for bases includes Quantum Reactor as an additional ability, this is unnecessary as a base has endless supply without it.

Base Space Yard

As with the Defense Base, the default design for the Base Space Yard includes the unnecessary Quantum Reactor. The default design also includes Space Yard as both a 'Must Have' ability and the Majority ability, this results in an AI design with two Space Yards when larger bases are available. The AI seems to construct them at Construction, Resupply and Military Installation worlds first. As additional bases are constructed, these are again placed at those worlds first with any overflow being spread amongst the other available planets. This may result in smaller planets with a large number of construction bases, which will cause a significant loss of production when constructing small units if additional cargo space is not available on either the planet of the bases.

Stellar Manipulation Ships

Create Black Hole

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Destroy Black Hole

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Create Nebulea

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Only some of the Stellar Manipulation are effectively used by the AI, with the other designs typically being a waste of resources. These designs can be removed from both the DesignCreation, and Construct_Vehicle file, preventing the AI from wasting resources on these designs, and reducing the number of class names used, postponing the AI from going to the Design XXXX names.

Destroy Nebulea

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Only some of the Stellar Manipulation are effectively used by the AI, with the other designs typically being a waste of resources. These designs can be removed from both the DesignCreation, and Construct_Vehicle file, preventing the AI from wasting resources on these designs, and reducing the number of class names used, postponing the AI from going to the Design XXXX names.

Create Star

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Destroy Star

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Create Storm

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Only some of the Stellar Manipulation are effectively used by the AI, with the other designs typically being a waste of resources. These designs can be removed from both the DesignCreation, and Construct_Vehicle file, preventing the AI from wasting resources on these designs, and reducing the number of class names used, postponing the AI from going to the Design XXXX names.

Destroy Storm

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Only some of the Stellar Manipulation are effectively used by the AI, with the other designs typically being a waste of resources. These designs can be removed from both the DesignCreation, and Construct_Vehicle file, preventing the AI from wasting resources on these designs, and reducing the number of class names used, postponing the AI from going to the Design XXXX names.

Create Planet

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Destroy Planet

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Open Warp Point

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Close Warp Point

Stellar Manipulation ship usage is similar to the Mine/Satellite Layer and Carrier designs in that only the specific design will be used to each task, thus making the inclusion of additional stellar manipulation abilities an unuseable addition to the design.

Units

Anti-Planet Drone

The Anti-Planet drone is a unit primarily targeted against Planets, and as such does not require any mainteneance; however, its size and type of components makes them significantly more expensive to built. Something to note is that although drones are intended to ram thier targets, a drone can be designed with weapons other than drone war heads, and given a strategy other than ramming. In addition, the default Anti-Ship Drone, and Anti-Planet Drone use the same strategy; it is benificial to create and assign separate strategies for each.

Anti-Ship Drone

The Anti-Ship drone is a unit primarily targeted against ships, and as such does not require any mainteneance; however, its size and type of components makes them significantly more expensive to built. Something to note is that although drones are intended to ram thier targets, a drone can be designed with weapons other than drone war heads, and given a strategy other than ramming. In addition, the default Anti-Ship Drone, and Anti-Planet Drone use the same strategy; it is benificial to create and assign separate strategies for each. Also, while I have not been able to confirm this, it seems as though the strategy used for an Anti-Ship Drone effects target selection when set to use target types, with a strategy set with Colonizers and Transports as its primary targets resulting in drones being launched at those targets in preference over fleets and warships.

Fighter

Another relatively straight forward one. The only real point with them is that they can occasionally be seen with no weapons. I believe this may result when the AI observes that the 'Must Have' weapon is available so it will begin design of the fighter, but after placement of the required engines and life support is unable to fit the desired weapon in the current fighter size resulting in a fighter with no weapons.

Mine

Mines are simply mines, however something to note is that when sweeping mines, the size of a mine is unimportant, each minesweeping component will sweep 1 mine regardless of size. The AI will only place minefields on warp points.

Recon Satellite

The Recon Satellite is used similar to normal satellites, but thier construction is limited in the number that can be built at one time.

Satellite

Satellites will be placed both on warp points, and in orbit. This is effected by the % satellites to keep in storage in the AI_Settings file.

Troop

Troops are fairly straight forward, the only major point with them being that standard small weapons do not seem to be as effective in ground combat as Ground Cannons, with about 100 small troops armed with ground cannons 3 and no penalties to the races strength about as effective as several times thier number either armed with smaller weapons or with noticable reductions in strength for use of the racial points elsewhere. An overlooked possibility for Troops is that they may be designed with no weapons, which when used with the ConstructVehicle file provides a relatively cheep method for maintaining happiness on the AI's planets.

Weapon Platform

Simple ground based units. The larger mounts available for medium and large platforms are a significant improvement with their increased range.

Component Abilities

Name Ability
Afterburners Combat Movement
Armor Armor
Armor (Crystalline) Shield Generation From Damage
Armor (Emissive) Emissive Armor
Armor (Organic) Armor Regeneration
Armor (Scattering) Scanner Jammer
Armor (Stealth) Cloak Level
Beta Displacement Pulser Destroy Storm
Boarding Parties Boarding Attack
Cargo Bay Cargo Storage
Cloaking Device Cloak Level
Colony (Gas Giant) Colonize Planet - Gas
Colony (Ice) Colonize Planet - Ice
Colony (Rock) Colonize Planet - Rock
Combat Sensors (& Small) Combat To Hit Offense Plus
Drone Launcher Launch Drones
ECM (& Small) Combat To Hit Defense Plus
Emergency Propulsion Emergency Energy
Emergency Resupply Pod Emergency Resupply
Engine Standard Ship Movement -or- Bonus Movement
Fighter Bay Launch/Recover Fighters
Gravitational Condenser Close Warp Point
Gravitational Quantum Resonator Open Warp Point Distance
Inverted Quantum Beam Create Black Hole
Ionic Concussion Blaster Create Storm
Long Range Scanners Long Range Scanner
Master Computer Master Computer
Matter Gravity Sphere Create Planet Size
Medical Bay Medical Bay
Mine Layer Lay Mines
Mine Sweeper Mine Sweeping
Multiplex Tracking Multiplex Tracking
Nebulae Graviton Emitter Destroy Nebulae
Neural Combat Net Combat Best Experience
Nucleonic Thresher Torpedo Create Nebulae
Point - Defense Cannons Point-Defense
Phased - Shield Generator Phased Shield Generation
Quantum Graviton Beam Destroy Black Hole
Quantum Reactor Quantum Reactor
Religious Talisman Weapons Always Hit
Repair Bay Component Repair
Robo – Farmers Remote Resource Generation – Organics
Robo – Miners Remote Resource Generation – Minerals
Robo - Rad Extractors Remote Resource Generation – Radioactives
Satellite Bay Launch/Recover Satellites
Scanner Jammer Scanner Jammer
Security Station Boarding Defense
Self - Destruct Device Self-Destruct
Sensors (all types) Sensor Level
Shield Generator Shield Generation
Shield Regenerator Shield Regeneration
Solar Collector Solar Supply Generation
Solar Sail Extra Movement Generation
Space Yard Space Yard
Stellar Nucleonic Torpedo Destroy Star
Stellar Plasma Sphere Create Star
Supply Storage Supply Storage
Tectonic Bomb Destroy Planet Size

Stock Weapon families

Standard Weapons

Name Weapon Family Number
Anti – Matter/Quantum Torpedo 4
Anti - Planet Warhead 51
Anti - Proton Beam 1
Anti - Ship Warhead 50
Capital Ship Missile 2
Cobalt Warhead 36
Computer Virus 39
Depleted Uranium Cannon 25
Graviton Hellbore 20
Ground Cannon 116
Ionic Disperser 11
Ionic Pulse Missile 12
Kamikaze Warhead (Small Weapon) 106
Meson Blaster 3
Mine Warhead 24
Neutron Bomb 14
Null - Space Projector 40
Phased - Polaron Beam 8
Plague Bomb 7
Planetary Napalm 13
Plasma Missile 5
Point - Defense Cannons 6
Radiation Bomb 15
Repulser Beam 18
Ripper Beam/Incinerator Beam/Wave - Motion Gun 9
Shield Depleter 22
Shield Disrupter 23
Small Anti - Matter Torpedo 105
Small Anti - Proton Beam 100
Small Cluster Bomb 107
Small Depleted Uranium Cannon 101
Small Graviton Beam 114
Small Incinerator Beam 104
Small Meson Blaster 102
Small Phased - Polaron Beam 103
Small Rocket Pods 108
Small Shield Depleter 115
Smart Bomb (RD) 16
Smart Bomb (SP) 17
Tachyon Projection Cannon 10
Tractor Beam 19
Wormhole Beam 21

Organic Weapons (from racial trait)

Name Weapon Family Number
Acid Globule/Enveloping Acid Globule 29
Electric Discharge/Lightning Ray 27
Plasma Charge/Hyper - Plasma Bolt 26
Seeking Parasite 28
Small Acid Globule 111
Small Electric Discharge 110

Crystalline Weapons (from racial trait)

Name Weapon Family Number
Crystalline Torpedo 41
Energy Dampener 42
Shard Cannon 30
Small Shard Cannon 109
High - Energy Magnifier 31

Temporal Weapons (from racial trait)

Name Weapon Family Number
Shield Accelerator 43
Small Time Distortion Burst 112
Tachyon Cannon 44
Temporal Shifter 33
Time Distortion Burst 32

Psychic Weapons (from racial trait)

Name Weapon Family Number
Mental Flailer/Allegiance Subverter 35
Mental Singularity Generator 45
Small Telekinetic Projector 113
Telekinetic Projector 34

Massive Weapons (from ruins)

Name Weapon Family Number
Massive Shield Depleter 37
Massive Ionic Disperser 38
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