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Spaceborne aliens

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Leviathans
{{version|2.23}}{{Spacealiensnav}}[[File:Space Amoeba.png|thumb|320px|Humanoid science ships encountering a Space Amoeba MotherSpaceborne aliens]]'''Spaceborne Aliens''' are spacefaring forms of life which will likely be the first aliens that new spacefarers will encounter. Every difficulty level above Ensign increases the power of Leviathans and Marauder Empires, with the exact raised stats varying for each. Other Spaceborne Aliens are not affected by the difficulty level.
== Space creatures ==
{{SVersion|2.23}}[[File:Space Amoeba.png|thumb|320px|Humanoid science ships encountering a Space Amoeba Mother]]
Space creatures are entities which may not even classify as ships or life in the common meaning of the words. They generally inhabit a certain area of space and are seldom seen away from it. Upon discovery a special project will be added to the situation log, which when completed will allow an empire to deal with them in three ways:
* '''Researching''' unlocks a special project for detailed research that will grant a choice between an empire modifier and possibly a creature technology.
If killed, space creatures will keep respawning in their home system unless an empire's sensor range covers the system.
{| class="wikitable mildtable plainlist"
! Space Creatures
! Research option bonuses
| {{icon|yes}}
| {{icon|no}}
| Contains 2 normal mining stations and the Home Base Ore Grinder. Each station is guarded by two fleets, one purely destroyers and one made of drones. Destroying Home Base Ore Grinder grants a massive reward of {{greenthe [[File:R surveyor.png|12000}} {{iconify|Minerals}}24px]] Surveyor Relic.
|
* '''DefensivelyDefensibly''': Shields - their Cutting Lasers deal +25% damage against armor but -50% against shields. Against the Hub minimal point defense is advisable.* '''OffensivelyOffensibly''': Energy weapons - their ships use only armor
* '''Unique salvage''': {{icon|mining drone lasers tech|24px}} Cutting Lasers, energy weapons which are about on par with T1 Plasma Weapons but deal more damage to hull and less to armor.
|-
| Contains Crystal Nidus, a large crystalline structure guarded by 4 elite fleets. The system can be safely explored and claimed if the crystalline entities have been pacified. As their home system has a pulsar, shields will be useless when attacking it.
|
* '''DefensivelyDefensibly''': Armor or shields - their shard weapons deal +50% damage against hull but have no other bonus* '''OffensivelyOffensibly''': Any weapon - Crystalline Entities have resilient and regenerating hulls but no shields or armor
* '''Unique salvage''': {{icon|crystal-infused plating tech|24px}} Crystal-Infused Plating from ships, {{icon|crystal-forged plating tech|24px}} Crystal-Forged Plating from Crystal Nidus, both are the only hull increasing components in the game.
|-
| Nomadic creatures, no home system
|
* '''DefensivelyDefensibly''': Shields and point defense - their weapons deal +25% damage against armor and large amoeba launch strike craft* '''OffensivelyOffensibly''': Energy weapons - Space Amoeba have natural armor and regenerate
* '''Unique salvage''': {{icon|amoeba breeding program|24px}} Amoeba Flagella, strike craft as strong as tier 3 fighters
|- id="Void cloud"
| Void Clouds
| '''Cost''': 1000 {{iconify|Physics}} research<br><br>{{icon|physics}} {{green|+10%}} Physics Output
| Always called Great Wound, it is a black hole cluster guarded by 3 Void Cloud fleets. Most black holes have deposits of 4 {{iconify|Physics}} and the central one contains the largest {{iconify|Dark Matter}} deposit in the galaxy. The system should be attacked with a highly superior force due to the effects of black holes on space battles.
|
* '''DefensivelyDefensibly''': Crystal plated hulls if available - their weapons ignore both shields and armor. Their erratic damage can sometimes destroy Corvettes in one hit.* '''OffensivelyOffensibly''': Missiles and Autocannons - Void Clouds have equal amounts of natural shields and hull
* '''Unique salvage''': {{icon|cloud lightning conduits|24px}} Cloud Lightning, L weapons that ignore both shields and armor
|-
| Nomadic creatures, no home system
|
* '''DevensivelyDefensibly''': Armor - their Energy Siphons ignore shields but deal -75% damage to armor* '''OffensivelyOffensibly''': Energy weapons - Tiyanki have a 2:1 Ratio of Hull points to armor
* '''Unique salvage''': {{icon|regenerative hull tissue tech|24px}} Regenerative Hull Tissue
* '''Aggressiveness''': If a Tiyanki fleet is attacked the entire species will turn hostile towards the attacker
== Nomads ==
{{SVersion|2.23}}[[File:Nomads.png|thumb|200px250px|The nomad fleet]]{{hatnote|Nomads do not appear are replaced by [[Caravaneers]] if {{iconify|MegaCorp}} DLC is installed, being replaced by the [[Caravaneers]]enabled.}}
The Nomads, or Namarians as they call themselves, are a {{green|passive}} millennia old intergalactic race with no homeworld, forever traveling the void in their starships. Once they establish communications the nomads will act as a sort of "bridge" between the player and unknown alien empires, and the player is likely to soon be barraged by a large number of "Communications Established" events as more and more alien empires are discovered by the nomads, and, by extension, the player. They travel from system to system and their stay in the galaxy is temporary and will eventually set sail for another one. [[Nomad events|Events]] related to them can take place during their stay.
== Enclaves ==
{{SVersion|2.23}}{{expansion|lev}}{{hatnote|The Curator enclave is enabled for owners of {{iconify|Distant Stars}} as well.}}
[[File:Enclave_curators.jpg|thumb|200px|Enclave station]]
Enclaves are neutral NPC spawned factions. They do not own any planets but consist of large enclave stations. They primarily exist to be interacted with via Diplomacy Menu using the "Others" filter. There are 3 types of enclaves: Artisans, Curators and Traders. Each of them has between 2 or 3 basic interactions and one or two restricted interactions that can only be used after an Opinion of at least 50 is reached. Their maximum Opinion is 100 and an empire builds opinion with them by using their services or having starbases in their systems. The enclave Opinion is tracked wholly via the trust mechanic and no other Diplomacy bonuses or penalties apply.
The primary resource for interacting with Enclaves enclaves is energy. All actions are repeatable but some of the actions also have an increasing cost. The price increases as an empire's population goes past certain thresholds:
{| class = "wikitable"
! Pops !! {{iconify|Energy}} cost
|}
During the renewal request after a modifier runs out, the player will be able to renew the deal for a [scales with population] sum of {{iconify|energy credits}}which scales with the number of the empire's population. With Trader Enclaves enclaves you will be asked how many monthly units (of the respective rare resource sold by the enclave) you want to buy.
{| class = "wikitable"
! Enclave
! Option
! style="width:5566%" | Effect
! Requirements
! style="width:11%" | Description
! DLC
|-
| rowspan=7 | {{blue|Curators}}<br>[[File:Enclaves flag curator.png|55px]]
* {{green|+20}} {{iconify|Opinion}}
| {{icon|energy}} scales with population
| rowspan=7 | ''An ancient scholarly order dedicated towards the preservation of knowledge and technology.''
| rowspan=7 | {{icon|lev}}<br>'''OR'''<br>{{icon|dst}}
|-
| Mysteries of the Universe - not known
|-
| Recruit scientist
| Gain an immortal a level 5 Scientist with the {{iconify|Curator}} trait
| {{icon|opinion}} 50<br>{{icon|energy}} 5000
|-
* The more important one grants access to the Planet Unique {{iconify|Ministry of Culture|24 px}} for 500 {{iconify|Energy}}.
| {{icon|energy}} scales with population
| rowspan=4 | ''An interstellar union of artists united in their wish to create art higher than any other.''
| rowspan=4 | {{icon|lev}}
|-
| Commission art piece
* Riggan Commerce Exchange sells {{iconify|Volatile Motes}}
| {{icon|energy}} 500 per unit<br>{{icon|energy}} 10 monthly per unit
| rowspan=2 | ''An interstellar conglomerate of merchants dedicated towards the pursuit of profit.''
| rowspan=2 | {{icon|lev}}
|-
| Seek expertise
* Over 30k: ''Yours is a mighty fleet, comparable to some of the greatest armadas recorded in the annals of the Curator Order. Victory is certainly within your reach.''
Note that their advice are is inaccurate on the highest difficulties and you require an even stronger fleet.
=== Attacking Enclaves enclaves ===While Enclaves enclaves will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. With around 7k fleet power and highest level weapons they are no easy prey but various rewards can be salvaged from their remnants, depending on the type of enclave destroyed. Each enclave station is equipped with the following:
{| class="wikitable plainlist"
== Leviathans ==
{{SVersion|2.23}}
Leviathans are extremely powerful Spaceborne aliens found in specific, predetermined systems and rivalling moons in size and mass. They are marked with a skull icon both in the fleet power box and on the galactic map. Each leviathan has a unique event chain. While one can just stumble over one during exploration, they can also be found with the help of the curator enclave. Leviathans have an immense amount of health and should only be engaged mid-late game.
Leviathans get various bonuses to make them stronger based on the game difficulty. AI empires will only attack leviathans if their fleet power is at least 40k.
{| class="wikitablesortable"
! Leviathan
! class="unsortable" width="50%" | Rewards! class="unsortable" width="40%" | Tactics! DLC{{icon|ste|24px}}
|- id="Asteroid Hives"
| '''Asteroid Hives'''<br>[[File:Evt hive.png|165px]]
* 2000 {{iconify|Society}} research
* The 5 unique crystal asteroids bring a total of 40 {{iconify|Minerals}} when mined
| '''DefensivelyDefensibly''': Point defense - these leviathans use only strike craft weapons<br>'''OffensivelyOffensibly''': Strike craft - they can both attack the leviathans and engage their strike craft<br>'''Preparation''': Entering the system will describe it in an event window but the Hives will only awaken after the system is claimed with the following MMTH:
{| class="wikitable" style="text-align: center;
! Mining Stations
# Salvage the dreadnought for 5000 {{iconify|Energy}} and {{iconify|Minerals}} and 1000-5000 {{iconify|Engineering}} research.
# Issue a special project to repair and use it. The project costs 10000 {{iconify|Engineering}} research and the ship will use either a jump drive or a psi jump drive, if the Empire has it.
The system also contains two habitable planets of size 16 and 20Note: the repaired leviathan have several utility slots (armor,shield,etc) that remain empty and there is no way to change that.
| Unlike other leviathans the Automated Dreadnought (and the repaired one) use regular components
{| class="wikitable plainlist"
|- id="Dimensional Horror"
| '''Dimensional Horror'''<br>[[File:Evt dimensional horror.png|165px]]
| Defeating the leviathan will leave behind a dimensional rift, with a project that takes 140 days to be researched. Once examined, it will grant give the following rewards:* 4000-6000 {{iconify|Physics}} and Research* 4000-6000 {{iconify|Society}} research points. It will also unlock and add {{green|+50%}} progress to Research* Unlock the {{icon|Jump Drive tech|24px}} Jump Drive technology with 50% progress if not already researched.| '''DefensivelyDefensibly''': Shields and Evasion - this leviathan's weapons ignore armor but deal -75% damage to shields and have low tracking<br>'''OffensivelyOffensibly''': Kinetic Artillery - this leviathan has equal amounts of hull, shield and armor but no evasion at all. Size X weapons are also effective for the same reason.<br>'''Engagement''': The Dimensional Horror can strike across the entire system so the fleet should move fast or jump from a close hyperlane
| {{icon|lev}}
|- id="Enigmatic Fortress"
| '''Enigmatic Fortress'''<br>[[File:Evt enigmatic fortress.png|165px]]
| Defeating and successfully investigating the leviathan gives the following rewards:
* Gain {{green|24x}} 1000-5000 {{iconify|Engineering}} output (potential yield gain of Research* 1000-5000)* Gain {{green|24x}} {{iconify|Physics}} output (potential yield gain of Research* 1000-5000)* Gain {{green|24x}} {{iconify|Society}} output (potential yield gain of 1000-5000)Research
* Unlock the {{icon|Enigmatic Encoder Tech|24px}} Enigmatic Encoder and {{icon|enigmatic decoder tech|24px}} Enigmatic Decoder technologies
If the Enigmatic fortress Fortress is not researched investigated after being defeated, it will repower and become hostile again.| '''DefensivelyDefensibly''': Armor - this leviathan uses only Kinetic Artillery and Stormfire Autocannon weapons<br>'''OffensivelyOffensibly''': Kinetic Artillery - this leviathan has high hull but few shields and even less armor and at artillery range ships cannot be engaged by the autocannons<br>'''Repower''': The Ancient Vault can be repowered following poor event decisions. Clues can be bought from the Curators. The following table reveals all choices (SPOILERS):
{| class="wikitable mw-collapsible mw-collapsed"
! No
* The Admiral leading the fleet defeating the leviathan gains the {{icon|glory seeker}} Dragonslayer trait
* The Empire Capital gains the [[File:D monument.png|30px]] Dragonslayer Monument planetary feature
* The Empire gains the Ether Drake Trophy Relic
* The planet it guarded, Dragon's Hoard, has a deposit of {{green|30}} {{iconify|Energy}} and {{iconify|Minerals}}. Building a mining station will reveal one of the following within 50 years:
** Dragon's Tomb: The remains can be studied to unlock the {{iconify|Artificial Dragonscales|24px}} tech or grinded for 100-4000 {{iconify|Minerals}} and 1000-5000 {{iconify|Society}} research
** Dragon's Brood: The egg can be smashed for 300 {{iconify|Influence}} or used in a special project that takes 50000 {{iconify|Society}} research to hatch a controllable Dragonspawn with 6K Fleet Power.
| '''DefensivelyDefensibly''': Shields - this leviathan uses only energy weapons that do -20% damage to shields<br>'''OffensivelyOffensibly''': Energy weapons - this leviathan has high hull and armor but no shields<br>'''Aggressiveness''': If the Ether Drake loses 20% HP it will attack two of the attacker's systems until the starbases are disabled or the leviathan loses 85% of its HP. Starbases disabled by the Ether Drake are destroyed but rebuild into Frontier Outposts once the leviathan leaves.
| {{icon|lev}}
|- id="Infinity Machine"
Alternatively the leviathan can be attacked, forcing it to open and become aggressive. Destroying it will allow the Infinity Machine to be broken down for a large bonus of minerals and influence, or study its nature for advances in robotics. This removes any bonus awarded thus far.
| '''DefensivelyDefensibly''': Shields and point defense - this leviathan uses laser weapons and strike craft<br>'''OffensivelyOffensibly''': Kinetic weapons - this leviathan has strong shields and point defenses and good evasion<br>'''Preparation''': As this leviathan is not initially hostile its system can be claimed and the starbase can be upgraded in to a bastioncitadel in preparation for the fight.
| {{icon|lev}}
|- id="Spectral Wraith"
* {{icon|damage}} {{green|+5%}} Energy Weapons Damage
* {{icon|energy}} {{green|+10%}} Energy from Jobs
| '''DefensivelyDefensibly''': Shields - this leviathan uses only energy weapons<br>'''OffensivelyOffensibly''': Small energy weapons - this leviathan uses only armor and hull but has high evasion<br>'''Frequency''': The Spectral Wraith will have one of three colors: red, yellow or blue. In systems with stars of the same color it gets -50% {{icon|ship armor}} Armor and {{icon|ship evasion}} Evasion.<br>'''Preparation''': This leviathan will only spawn after the mid-game year. If the pulsar is scanned before that happens it will bring an event window and the star will gain the [[File:PM Strong Magnetic Field.png|24px]] Pulse Germination modifier, letting the empire know that is the system where it will spawn.
| {{icon|lev}}
|- id="Stellarite Devourer"
| '''Stellarite Devourer'''<br>[[File:Evt stellarites.png|165px]]
| Defeating the leviathan will add a project give the option to investigate its remains that takes 60 days to be researched. Once examined it will give the following options:
# Harvest the remains for a large bonus of Energy, Minerals and Influence
# Try to reignite the Sun in the leviathan's home System. The Project has a 30% chance to kill the scientist and its ship but is guaranteed to turn the whole System more habitable: All Frozen Planets will become Arctic planets, with one guaranteed Gaia World. All other planets undergo a temperature increase as well, rerolling them completely.
{{icon|xenophobe}}Xenophobes and {{icon|militarist}}Militarists have the option to instead create a trophy special feature on their capital world, granting {{green|+5%}} {{iconify|Happiness}} and +6 monthly {{iconify|Unity}}.| '''DefensivelyDefensibly''': Any - some of the leviathan's weapons are effective against armor while others against shields<br>'''OffensivelyOffensibly''': Plasma weapons - this leviathan has exceptionally high hull and point defenses<br>'''Aggressiveness''': If the Stellarite was engaged and did not lose at least 67% HP it will attack one of the attacker's systems until the starbase is disabled and then stay for 90 days until retreating. If the system is colonized all planets will get {{red|-25%}} {{iconify|Happiness}} and {{iconify|Habitability}} until the leviathan leaves.
| {{icon|lev}}
|- id="Corrupted Avatar"
| '''Corrupted Avatar'''<br>[[File:Evt wormhole.png|165px]]
| Defeating the leviathan allows free access to its system. It contains a Gaia World which when surveyed will reveal a level V anomaly. Investigating it will grant access to the {{iconify|Neural Tissue Engineering|21px}} technology to organic empires or a very large amount of {{iconify|Society}} research if {{iconify|Machine Intelligence}}. The gas giant in the system will also have a {{iconify|Exotic Gases}} deposit.
 
Unlike other leviathans the Corrupted Avatar will always be present if the required DLC is installed. Its system is accessible only via a wormhole which will appear even if wormholes were disabled on game startup.
| '''Defensibly''': Shields - this leviathan uses only energy weapons that do -75% damage to shields and ignore armor<br>'''Offensibly''': Energy weapons - this leviathan has moderate hull and high shields but no armour<br>'''Avoiding''': The leviathan can be avoided by setting a science ship's stance to passive and guiding it around the leviathan. This approach does not allow colonizing the Gaia World but it does allow the research reward to be claimed.
| {{icon|dst}}
|- id="Scavenger Bot"
| '''Scavenger Bot'''<br>[[File:Evt scavenger bot.png|165px]]
* Gain two random Tier V component techs or a large amount of {{iconify|Engineering}} research if all techs were already researched
* The two broken planets in the system bring a total of 20 {{iconify|Minerals}} when mined
| '''DefensivelyDefensibly''': Armor and point defense - this leviathan uses only guided weapons<br>'''OffensivelyOffensibly''': Torpedoes and strike craft - this leviathan uses equal amounts of shields and armor but has no point defense and barely any evasion
| {{icon|dst}}
|- id="Tiyanki Matriarch"
* AH4B, a battleship equipped with the highest tier weapon and defense components. It can be used or scrapped for 1500 {{iconify|Minerals}}.
* Reth Unddol, a level 5 admiral with the unique {{iconify|Hell's Heart}} trait. {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} Genocidal empires will kill him for 120-350 {{iconify|Unity}} instead.
| '''DefensivelyDefensibly''': Shields - this leviathan and two weapons, one that ignores armor and does -75% damage against shields and one that deals double damage against both shields and armor<br>'''OffensivelyOffensibly''': Energy weapons - this leviathan has exceptional hull and light armor but no shields
| {{icon|dst}}
|- id="Voidspawn"
* Option to start a special project that takes 140 days to research and unlocks the {{icon|gargantuan evolution tech|24px}} Gargantuan Evolution technology
* The planet it hatched from also gains a 20 {{iconify|Society}} deposit
| '''DefensivelyDefensibly''': Armor and point defense - this leviathan uses only guided weapons<br>'''OffensivelyOffensibly''': Energy weapons - this leviathan has high hull and armor but no shields<br>'''Preparation''': The Voidspawn is an unborn leviathan. Its egg is indistinguishable from a Dry planet, and if colonized an event will slowly start changing the world. One year later there is a 60% chance that the Voidspawn will hatch and destroy the colony.
| {{icon|dst}}
|- id="Shard"
| '''Shard'''<br>[[File:Evt space dragon blue.png|165px]]
| Defeating the leviathan grants the [[File:R rubricator.png|24px]] Rubricator Relic
| '''Defensibly''': Shields - this leviathan uses only energy weapons that do -20% damage to shields<br>'''Offensibly''': Energy weapons - this leviathan has high hull and armor but no shields<br>'''Preparation''': The Shard will appear when finishing excavating the ''Kleptomaniac Rats'' Archaeology Site. As the excavation already requires claiming the system, the starbase can be upgraded into a bastion citadel in preparation for the fight. Alternatively the final Chapter of the site can be delayed to better prepare technologically.
| {{icon|anr}}
|}
== Enigmatic Cache ==
{{SVersion|2.23}}
{{expansion|dst}}
[[File:Evt enigmatic cache.png|right|frame|Enigmatic Cache]]
Note: The traits do not give unique bonuses to leaders despite the tooltips saying they do.
 
== Marauder empires ==
{{SVersion|2.2}}
{{expansion|apc}}
[[File:Marauders.png|thumb|320px|Marauder Home System]]
Marauders are nomadic FTL societies that have eschewed planetary dwelling in favor of living on ships and stations, subsisting largely on raiding each other and extorting tribute from settled empires. Marauders are always hostile but will generally not attack empires unless they enter their systems or they are in the process of raiding them. A Marauder empire can be eradicated by destroying all stations and void dwellings in their home systems, but these are well defended and will take a powerful mid to late-game navy to deal with them. Each Marauder empire holds 3 systems, with the home system having very large deposits of {{iconify|Energy}} or {{iconify|Minerals}}.
 
Marauders will occasionally set out to raid settled empires they have established contact with. Before raiding, they will offer said empire a chance to pay them off with a hefty tribute (the targeted empires can choose to tribute {{iconify|minerals}}, {{iconify|energy}} or {{iconify|food}}). If they are not paid, the pillaging will begin. While in the process of raiding, they can still be bought off with tribute, but the price is doubled.
 
Settled empires can also pay the Marauders to conduct a raid on one of their Rivals for {{red|3000}} {{iconify|energy credits}}, both diverting their attention and potentially weakening that rival's military and economy. While raiding on behalf of an empire, Marauders are treated as allied and their systems can be traveled through. This form of raid cannot be bought off and while they will always reveal they were paid to raid, they will never tell by which empire. Marauders can only raid one empire at a time but multiple Marauder empires can raid the same target. Marauders will never raid Fallen Empires and will always refuse to do so if asked.
 
Both forms of raiding involve the Marauders sending a fleet to that empire's territory. The Fleet will attack the nearest colonised Planet, destroying all outposts and mining stations along their path. It can and will path through [[wormholes]], but not activated [[gates]]. A fleet on Marauding will go into the orbit of the target planet and stay there for a while, then stealing some resources<!--old:abducting (killing) 3 Pops and ruining 2 buildings-->. They will still be hostile on their way back. Fleet strength depends on the number of years passed and can thus facing them can result in a considerable challenge.
 
Empires can also permanently hire a Marauder Admiral or General for {{red|2000}} {{iconify|energy credits}}. Their Leaders start at level 3 and have the Mercenary Warrior trait, granting the following:
* Admiral: {{green|+10%}} {{icon|ship evasion}} Evasion and {{icon|ship fire rate}} Fire Rate
* General: {{green|+10%}} {{iconify|Army Damage}}
 
Once the mid-game year has been reached, the option to hire mercenary fleets of varying sizes will be unlocked. All players will be informed of this change. The chance for one Marauder empire to have mercenaries is rolled yearly and 30 for each Empire/80 for nothing. Mercenary fleets cost a large {{iconify|energy}} up-front payment, and consist of a fixed-size fleet that cannot be split, merged or disbanded, with a leader that cannot be reassigned. The fleet does not count towards {{iconify|naval capacity}} and will not cost any maintenance, but will only serve for a period of 5 years, after which the empire will have to renew their contract by paying the full cost again.
 
{| class ="wikitable" style="float: left; margin-right: 30px;"
! Years passed !! Raiding fleets composition
|-
| 0-40 || 6 corvettes<br>4 destroyers<br>1 cruisers
|-
| 40-60 || 12 corvettes<br>6 destroyers<br>2 cruisers
|-
| 60-80 || 18 corvettes<br>10 destroyers<br>3 cruisers
|-
| 80+ || 24 corvettes<br>14 destroyers<br>4 cruisers
|}
{| class="wikitable" style="float: left; margin-right: 30px;"
! Mercenary Fleet !! Ships !! Hire Cost
|-
| 234th Dwamak-Bashers<br>Armada of the Voidborn<br>Her Chosen Champions
| 6 cruisers<br>8 Destroyers<br>16 corvettes
| {{red|9000}} {{icon|energy}}
|-
| Unhinged Screamer Flotilla<br>Star Rider Flotilla<br>Order of Eternal Night
| 4 cruisers<br>6 Destroyers<br>12 corvettes
| {{red|6500}} {{icon|energy}}
|-
| Frenzied Volunteer Squadron<br>First Storm Wing<br>Twilight Congregation
| 2 cruisers<br>4 Destroyers<br>8 corvettes
| {{red|4000}} {{icon|energy}}
|}
{{clear}}
 
If a Marauder Empire is destroyed while an empire is hiring their fleet, all mercenary fleets will cancel their contracts and join together to attack the vanquisher empire within 5 months. Marauder [[Refugees]] will also settle on the planets of the closest empire that has the [[Policies#Refugees|Refugees Welcome policy]].
 
Marauder Empires are unable to interact with {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} genocidal empires, meaning they cannot make use of their mercenary or raiding services.
 
=== Events ===
While bordering the Marauder Empires is dangerous, some beneficial events might trigger at regular intervals:
* An abandoned habitat is discovered ({{green|+400}} {{iconify|Minerals}})
* Border guards secure a Marauder Shuttle ({{green|+400}} {{iconify|Energy}})
* Patrols discover a resource cache ({{green|+300}} {{iconify|Energy}} and {{iconify|Minerals}})
* Border skirmishes give the empire the Marauder Whetstone modifier ({{green|+10%}} {{iconify|Fire Rate}} for 10 years)
* Border patrols save a Marauder admiral (permanent level 4 admiral with the {{iconify|Mercenary Warrior}} trait or {{green|+50}} {{iconify|Influence}} if {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} genocidal)
* A derelict fleet is discovered. It can either be crewed (1 cruiser, 2 destroyer, 4 corvettes) or scrapped ({{green|+200}} {{iconify|Minerals}})
* Some Marauder pops are expelled from the void dwellings (generates 1 Pop of [[refugees]], if current empire [[policy]] allows to accept them). Marauder pops have the {{iconify|Extremely Adaptive}}, {{iconify|Rapid Breeders}}, {{iconify|Nomadic}}, {{iconify|Quarrelsome}}, and {{iconify|Deviants}} traits and the {{iconify|Militarist}} ethic.
 
=== The Horde ===
[[File:Evt Khan.png|right|frame|The Great Khan]]
After the Mid-Game year starts, one of the Marauder empires might unify under a Great Khan, an expansionist but ultimately benevolent leader. If that the game reaches late game before the event triggers it can no longer occur. It can happen on its own at any point but there's also a 5% chance for the event to be triggered each time a Void Dwelling is destroyed. Once this happens, the Marauder empire becomes a Horde and will begin expanding in all directions, invading the systems of any empire that will not submit to the Khan, including other Marauder empires. At any time, it possible for an empire to submit to the Khan and become a [[Subject_empire#Satrapy|Satrapy]], a type of subject that has to pay part of its income and naval capacity in tribute to the Horde and house a Void Dwelling for both protection and submission, but is otherwise left to do as they please.
 
AI empires that lost more than two planets to the Horde have a chance to submit every year, the chance increasing the more planets are lost.
 
When the Horde forms, all mercenaries hired from that Marauder empire will cancel their contracts and return back home to join it (including hired [[leader]]s). The Horde will also create a new fleet every few years, the size of the fleet depending on the {{iconify|Naval Capacity}} provided by Satrapies.
 
The main Horde fleet, called "Chosen of the Great Khan", is led by the Great Khan personally. It starts at level 10 and has the unique The Great Khan trait, which gives large bonuses to every fleet stat. When the Khan's fleet is destroyed for the first time, they will escape the battle. Within a year the Khan will return with a second fleet. If the fleet is defeated again the Khan will make no attempt to escape and will therefore die in battle. After 20 years have passed since the rise of the Horde, The Khan may also die by disease or assassination. Alternatively, the Khan will die a natural death between 15 and 45 years after the Horde was created.
 
Once the Great Khan dies the Horde will become unreachable, leaving an automatic message if diplomatic contact is attempted. Within a year the Horde will change into the following:
* If the Horde owns no planets it will turn back into a Marauder Empire.
* If the Horde owns between 1 and 5 planets it will turn into a strong regular empire and keep its Sartapies.
* If the Horde owns between 6 and 9 planets it will split into two regular empires that will constantly war with each other.
* If the Horde owns at least 10 planets it will fracture into four regular empires that will constantly war with each other.
** Regular empires created from the Horde are {{iconify|Fanatic Militarist}} and {{iconify|Xenophobe}} Hegemonic Imperialists that have the [[file:Ap_voidborn.png|21px]] Voidborne Ascension Perk.
* If the Horde had at least two Satrapies there is a 10% chance it will instead turn into a Federation Builders regular empire. Every former Satrapy will be offered the chance to join a Federation with the former Horde, which will also be its first president.
 
The number of ships the Horde will have depends on the game difficulty setting.
 
As with Marauder Empires, the Great Khan has no intention of coexisting with {{icon|Fanatic Purifiers}}{{icon|Devouring Swarm}}{{icon|Determined Exterminator}} genocidal empires and will not offer them to become a Satrapy.
 
; Tactical
Marauder designs may look similar to Pirate ships but they have much better technology around T3.
{| class="wikitable plainlist"
! Corvette !! Destroyer !! Cruiser !! Galleon !! Asteroid Outpost !! Void Dwelling
|- style="vertical-align: top"
|
* {{icon|slot s}} 3 Autocannon T2
* {{icon|slot m}} 1 Shield T2
* {{icon|slot m}} 2 Armor T3
* {{icon|slot a}} Afterburners T1
* {{icon|slot a}} Regenerative Hull Tissue
* {{icon|slot c}} Hyperdrive T2
* {{icon|slot c}} Sensor T2
* {{icon|slot c}} Thrusters T3
* {{icon|slot c}} Reactor T3
* {{icon|slot c}} Combat Computer T2 (Swarm)
|
* {{icon|slot l}} 1 Kinetic T3
* {{icon|slot s}} 2 Laser T3
* {{icon|slot m}} 1 Shield T3
* {{icon|slot m}} 2 Armor T3
* {{icon|slot a}} Afterburners T1
* {{icon|slot a}} Regenerative Hull Tissue
* {{icon|slot c}} Hyperdrive T2
* {{icon|slot c}} Sensor T2
* {{icon|slot c}} Thrusters T3
* {{icon|slot c}} Reactor T3
* {{icon|slot c}} Combat Computer T2 (Picket)
|
* {{icon|slot l}} 1 Laser T3
* {{icon|slot m}} 2 Kinetic T3
* {{icon|slot s}} 2 Autocannon T2
* {{icon|slot m}} 3 Shield T3
* {{icon|slot m}} 3 Armor T3
* {{icon|slot a}} Afterburners T1
* {{icon|slot a}} Regenerative Hull Tissue
* {{icon|slot c}} Hyperdrive T2
* {{icon|slot c}} Sensor T2
* {{icon|slot c}} Thrusters T3
* {{icon|slot c}} Reactor T3
* {{icon|slot c}} Combat Computer T2 (Line)
|
* {{icon|slot g}} 1 Missile T3
* {{icon|slot l}} 4 Laser T3
* {{icon|slot l}} 4 Kinetic T3
* {{icon|slot s}} 1 Autocannon T2
* {{icon|slot pd}} 3 Flak T1
* {{icon|slot m}} 4 Shield T3
* {{icon|slot m}} 6 Armor T3
* {{icon|slot a}} Regenerative Hull Tissue
* {{icon|slot c}} Hyperdrive T2
* {{icon|slot c}} Sensor T2
* {{icon|slot c}} Thrusters T3
* {{icon|slot c}} Reactor T3
* {{icon|slot c}} Combat Computer T2 (Artillery)
|
* {{icon|slot s}} 3 Kinetic T2
* {{icon|slot m}} 2 Shield T2
* {{icon|slot m}} 1 Armor T3
* {{icon|slot a}} Regenerative Hull Tissue
* {{icon|slot c}} Sensor T2
|
* {{icon|slot g}} 4 Missile T3
* {{icon|slot l}} 3 Plasma Cannon T2
* {{icon|slot l}} 3 Artillery T1
* {{icon|slot m}} 3 Kinetic T3
* {{icon|slot m}} 3 Plasma Cannon T2
* {{icon|slot s}} 6 Autocannon T2
* {{icon|slot pd}} 4 Flak T1
* {{icon|slot m}} 4 Shield T3
* {{icon|slot m}} 6 Armor T3
* {{icon|slot a}} Regenerative Hull Tissue
* {{icon|slot c}} Sensor T2
|}
Stations have around 4k Fleet Power, the primary Fleets around 11k with 8k Galleons. Raiding fleet vary in size based on gameyear, with 4 Tiers (<40, <60, <80, >80) being available.
 
'''Defensively:''' Excluding a few odd Energy weapons, Marauders focus almost entirely on kinetic and missile weaponry. Accordingly, shields are practically useless.
 
'''Offensively:''' They rely primarily on their Hull points, then their Armor. A few models have shields on par with their armor, but mostly these can be ignored. There is very limited Point Defense, with a focus to countering strikecraft. Due to their low values, it might be best to just punch through shields and armor even with unfavorable weapons to maximize hull damage.
 
If the Horde formed nearby and an empire has resources and naval capacity to spare but not enough to fight the Horde then becoming a Satrapy is recommended, as it's only temporary until the Great Khan dies 15 to 45 years later.
 
== Caravaneers ==
[[File:Caravaneer Reliquary.png|350px|thumb|Reliquary Chambers on Caravaneer Citadel]]
{{expansion|mgc}}
The Caravaneers are space-based coalition of traders who send out fleets across the galaxy to offer every empire great deals. They start in a unique system called Chor’s Compass which contains their Caravaneer Citadel and two out of three caravan fleets: Racket Industrial Enterprise, the Numistic Order, and the Vengralian Trium. These fleets roam the galaxy, traveling towards every empire to offer deals.
 
=== Chor's Compass ===
The Caravaneer Citadel in this System acts as the return point for the caravan fleets and an intergalactic Casino. Should the station be destroyed but at least one caravan fleet still be alive, they will ask to re-establish it in a random uncolonized system claimed by an empire, as close to their original one was possible. If the empire accepts it will lose control of the system but gain {{green|+5%}} {{iconify|Trade Value}}.
 
The Caravaneers use a unique resource called '''CaravanCoinz''', which can be bought in bulks of 8k, 12k and 26k with {{iconify|Energy Credits}}. Those can be used to either play Slots or open a Reliquary.
 
{| class="mildtable"
! !! Slots !! Reliquary
|-
! Price
| 2783.92 CaravanCoinz
| 6194.21 CaravanCoinz<br>6 per game per empire
|-
! Outcomes
|
* 75% - {{red|Nothing}}
* 15% - 500 CaravanCoinz
* 4% - 1000 {{iconify|Energy}}
* 4% - 1000 {{iconify|Minerals}}
* 4% - 3000 CaravanCoinz
* 1% - 10k-100k {{iconify|Minerals}} (monthly production x 120)
* 1% - 10k-100k {{iconify|Energy}} (monthly production x 120)
* 1% - Great Extended Payout empire modifier for 600 months, giving the following:
** {{green|+40}} Monthly {{iconify|Energy}}
** {{green|+40}} Monthly {{iconify|Minerals}}
|
* 29.5% - {{red|Empty}}
* 70% - Any of the following:
** ''Ancient Trade Route'' capital planet modifier ({{green|+10%}} {{iconify|Trade Value}})
** 6 months' output of {{Iconify|Consumer Goods}} (min 100)
** 8 months' output of {{Iconify|Consumer Goods}} (min 2000)
** 24 months' output of {{Iconify|Food}} (min 2000)
** 24 months' output of {{Iconify|Alloys}} (min 2000)
** 24 months' output of {{Iconify|Physics}} (min 2000)
** 24 months' output of {{Iconify|Society}} Research (min 2000)
** 4000 {{Iconify|Energy}} and {{Iconify|Minerals}}
** 2000 {{Iconify|Engineering}} Research
** 1000 {{Iconify|Society}} Research
** Ruler gets the {{Iconify|Psionic}} trait (won't trigger if already Psionic)
* 0.5% - '''[[Galatron]]''' (one per game)
|}
 
==== Neighbor Events ====
If a Empire has a colony within 3 hyperlane jumps of the Caravaneer Citadel, there is a yearly chance for an event to happen with the following weights:
* 500 - nothing
* 10 - The Collector sells a mystery box for {{red|3000}} {{iconify|Energy}} (only Option available for {{iconify|Gestalt Consciousness}}). If bought, it will grant:
** 35% - Nothing
** 10% - 4000 {{iconify|Minerals}}
** 10% - 1000 {{iconify|Engineering}}
** 10% - 1000 {{iconify|Society}}
** 10% - 1000 {{iconify|Physics}}
** 10% - 1000 {{iconify|Alloys}}
** 5% - ''Alloy Hyperfabricator'' capital world modifier ({{green|+10%}} {{iconify|Alloys}} from Jobs)
** 5% - ''Energy Accelerator'' capital world modifier ({{green|+10%}} {{iconify|Energy}} from Jobs)
** 5% - ''Incredibly Boring Relic'' capital world modifier ({{green|+10%}} {{iconify|Minerals}} from Jobs)
* 10 - A planet gets the ''Problematic Gambling'' modifier ({{red|+15}} {{iconify|Crime}} for 1825 days)
* 10 - A planet gets the ''Festival Aftermath'' modifier ({{red|-5%}} {{iconify|Stability}}) for 1825 days. Same chance to spawn Hybrid Species as "Xenophiles like Caravan"
* 10 - A planet gets the ''Hot Slots!'' modifier ({{green|+15%}} {{iconify|Trade Value}}) for 1825 days)
* 5 - Up to 50 biological pops on a planet gain the {{iconify|Resilient}} trait
* 5 - A planet loses 2 Pops and is given {{red|20}} {{iconify|Devastation}}. A Special Project is added, adding a light amount of {{iconify|Society}} research and unlocking the {{Iconify|Psionic Theory|24px}} technology or adding a large amount of progress if already unlocked.
** If the planet has a moon the moon is shattered and given a {{green|8}} {{Iconify|Minerals}} deposit
** If the planet has no moon it it gets a removable Blocker and the ''Heavy Metal'' modifier ({{green|+10%}} {{iconify|Alloys}} from Jobs)
 
=== Caravans ===
[[File:Evt caravaneers.png|right|frame|Caravan leaving Chor's Compass]]
Every time a Caravan fleet enters an empire's borders it will offer a rare trade deal. The offer can be accepted immediately, delayed to when the fleet is leaving the space or rejected outright. The fleets can not be contacted any other way and all attempts will redirect to Chor's Compass instead. Delaying has a very low chance of the deal changing.
 
==== Numistic Order ====
The Numistic Order is a religious Caravan that offers only deals with fixed costs. It features the largest amount of offers but many of them are one time only. They offer the following deals:
{| class="wikitable"
|-
! Offer !! Price !! Requirements !! Repeatable
|-
| 200 {{iconify|Exotic Gases}} || {{icon|energy}} 1700 Energy || || {{icon|yes}}
|-
| 3000 {{iconify|Energy Credits}} || {{icon|alloys}} 500 Alloys || || {{icon|yes}}
|-
| 200 {{iconify|Rare Crystals}} || {{icon|pop}} 2 Pops || Not {{iconify|Gestalt Consciousness}} || {{icon|yes}}
|-
| 2 Pops with the {{iconify|Numistic Administration}} trait || {{icon|energy}} 3500 Energy || Not {{iconify|Gestalt Consciousness}} || {{icon|yes}}
|-
| [[File:d_geothermal_vent.png|30px|link=Numa's Breath]] Numa's Breath planetary feature || {{icon|minerals}} 200 Minerals || || {{icon|yes}}
|-
| [[File:PM Strong Magnetic Field.png|24px]] Numistic Magnetistrips planet modifier || {{icon|influence}} 100 Influence || {{iconify|Machine Intelligence}} || {{icon|yes}}
|-
| Numistic Cruiser || {{icon|energy}} 500 Energy || || {{icon|no}}
|-
| Caravaneer Cruiser || {{icon|energy}} 2500 Energy || || {{icon|no}}
|-
| [[Numistic Shrine]] building || {{icon|energy}} 2000 Energy || Not {{iconify|Gestalt Consciousness}} || {{icon|no}}
|-
| [[Numistic Visualisation]] edict || {{icon|energy}} 2500 Energy || Not {{iconify|Gestalt Consciousness}} except {{iconify|Rogue Servitor}} || {{icon|no}}
|-
| {{iconify|Numistic Data Modeling|24px}} technology ({{green|+5%}} {{icon|Energy Credits}} from {{iconify|Jobs}})|| {{icon|energy}} 3500 Energy || || {{icon|no}}
|-
| Governor leader with the {{iconify|Merchant of Numa}} trait || {{icon|energy}} 1500 Energy || Not {{iconify|Gestalt Consciousness}} || {{icon|no}}
|-
| [[File:Decision divine algorithm.png|24px|link=Divine Algorithm]] Divine Algorithm decision || {{icon|minerals}} 2000 Minerals || {{iconify|Machine Intelligence}} || {{icon|no}}
|}
 
==== Vengralian Trium ====
The Vengralian Trium is unique in that both their products and their prices are randomly generated, as opposed to each product having a specific price. Their deals may contain any of the following:
{| class="wikitable plainlist"
|-
! Offers !! Prices
|-
|
* {{icon|energy}} 2000 Energy Credits ({{iconify|Gestalt Consciousness}})
* {{icon|consumer goods}} 1000 Consumer Goods (not {{iconify|Gestalt Consciousness}} unless {{iconify|Rogue Servitor}})
* [[File:Decision resources.png|24px]] 1 Trium Atmospheric Deodorizer Deployment decision (not {{iconify|Gestalt Consciousness}})
* [[File:Decision resources.png|24px]] 1 Trium Bunk Beds Deployment decision
* [[File:Decision resources.png|24px]] 1 Trium Food Container Deployment decision
* {{icon|trade value}} {{green|+15%}} Trade Value for 80 years (not {{iconify|Gestalt Consciousness}})
* {{icon|growth speed}} {{green|+10%}} Pop Growth Speed for 10 years ({{iconify|Hive Mind}})
|
* {{icon|alloys}} 1200 Alloys
* {{icon|unity}} 500 Unity
* {{icon|pop}} 4 Specialist Pops (not {{iconify|Gestalt Consciousness}})
* {{icon|pop}} 4 Pops, don't have to be drones ({{iconify|Gestalt Consciousness}})
* {{icon|society}} {{red|-100%}} Society Research for 6 months
* 1 Science Ship
|}
 
==== Racket Industrial Enterprise ====
Rackets are the only predefined Caravaneer species, using the same portraits and traits as the [[Exploration#Junk Rattlings|Ketling Star Pack]]. The payment options for this Fleet are randomly generated based on the product offered although {{iconify|Gestalt Consciousness}} empires are never asked for {{iconify|Consumer Goods}}. They offer the following deals:
{| class="wikitable"
|-
! Offer !! Price !! Requirements
|-
| Caravaneer Cruiser
| {{icon|minerals}} 200 Minerals
|
|-
| 200 {{iconify|Minerals}}
| {{icon|food}} 200 Food
| Game year < 50<br>Not {{iconify|Machine Intelligence}}
|-
| 500 {{iconify|Minerals}}
| {{icon|food}} 1000 Food
| Game year < 150<br>Not {{iconify|Machine Intelligence}}
|-
| 2000 {{iconify|Minerals}}
| {{icon|food}} 4000 Food
| Game year > 150<br>Not {{iconify|Machine Intelligence}}
|-
| 4 Racket Pops
| {{icon|alloys}} 500 Alloys
| Not {{iconify|Gestalt Consciousness}}
|-
| 4 Robots
| {{icon|alloys}} 500 Alloys
| {{iconify|Machine Intelligence}}
|-
| Waste Reprocessing Center building
| {{icon|pop}} 6 Pops
| Not already unlocked
|-
| {{iconify|Orbital Trash Dispersal|24px}} technology
| Any of the following:
* {{icon|energy}} 1000 Energy
* {{icon|minerals}} 300 Minerals
* {{icon|consumer goods}} 800 Consumer Goods
| Not already unlocked
|-
| Governor with the {{iconify|Waste Management Specialist}} trait
| Any of the following:
* {{icon|energy}} 300 Energy
* {{icon|food}} 200 Food
* {{icon|consumer goods}} 150 Consumer Goods
|
|-
| Scientist with the {{iconify|Spark of Genius}} or {{iconify|Maniacal}} traits
| Any of the following:
* {{icon|energy}} 300 Energy
* {{icon|food}} 200 Food
* {{icon|consumer goods}} 150 Consumer Goods
|
|-
| {{green|+5}} {{iconify|Energy}} to a celestial body with a mining station
| Any of the following:
* {{icon|influence}} 70 Influence
* {{icon|exotic gases}} 15 Exotic Gases
* {{icon|consumer goods}} 100 Consumer Goods
| Mining station
|-
| Any of the following:
* {{icon|alloys}} 2000 Alloys
* {{icon|exotic gases}} 150 Exotic Gases
* {{icon|living metal}} 40 Living Metal
| Any of the following:
* {{icon|rare crystals}} 55 Rare Crystals
* {{icon|zro}} 15 Zro
* {{icon|dark matter}} 5 Dark Matter
|
|}
 
==== Events ====
In addition to the actual offers, simply having a Caravan pass through an empire's colonized systems has a chance to trigger events. Events in general have a shared 720 day lockout.
 
{| class="wikitable"
|-
! Ethics !! Event
|-
| {{icon|no}}{{iconify|Gestalt Consciousness}}
| 3 free Pops leave their planet to join the Caravan. If the empire is {{icon|fanatic authoritarian}}{{icon|authoritarian}} Authoritarian it also loses 10 {{iconify|Influence}}.
|-
| {{icon|no}}{{iconify|Gestalt Consciousness}}
| 1 Caravaneer pop joins a planet. If the empire is {{icon|fanatic xenophobe}}{{icon|xenophobe}} Xenophobe it can refuse but it costs 30 {{iconify|Influence}}.
|-
| {{icon|fanatic xenophobe}}{{icon|xenophobe}} Xenophobe
| Mass protests erupt in the system. The empire gains a moderate amount of {{iconify|Influence}}.
|-
| {{icon|fanatic xenophile}}{{icon|xenophile}} Xenophile or {{icon|fanatic materialist}}{{icon|materialist}} Materialist
| An open-air trade and party takes place. The empire gains a moderate amount of {{iconify|Energy}}. There is a 33% chance that 3 hybrid species pops will spawn within a year.
|-
| Any
| The Caravan steals 200 {{iconify|Energy Credits}}.
|-
| Any
| The Caravan abandons a ship, bringing the following options:
* Let it drift into the sun.
* Start a Special Project to search it with a Construction Ship. The project takes 180 days and unlocks a random {{iconify|Engineering}} research option.
* Dispose of it and bill the Caravan, granting a moderate amount of {{iconify|Consumer Goods}}. This option is only available to empires with {{iconify|Corporate}} authority.
|}
 
=== Attacking the Caravaneers ===
While the Caravaneers will never become hostile to any empire except in retaliation, they can be attacked like any neutral entity. If a Caravan is attacked it will become hostile but the rest of the Caravaneers will remain peaceful and available for trade. Caravans have 4k fleet power and come equipped with mid-game components. The Caravaneer Citadel on the other hand has 7k fleet power and comes equipped with end-game components. Both Caravans and the Caravaneer Citadel grant 2000 {{iconify|Energy}} and {{iconify|Minerals}} when destroyed.
 
{| class="wikitable plainlist"
! colspan=3 | Caravan
! rowspan="2" | Caravaneer Citadel
! rowspan="2" | Starbase
|-
! 10 Destroyers !! 6 Cruisers !! 1 Cargo Ship
|- style="vertical-align: top"
|
* {{icon|slot l}} 1 Plasma T2
* {{icon|slot m}} 2 Armor T3
* {{icon|slot m}} 1 Shields T3
* {{icon|slot a}} 1 Regenerative Hull Tissue
* {{icon|slot c}} Hyperdrive T3
* {{icon|slot c}} Thrusters T3
* {{icon|slot c}} Sensors T3
* {{icon|slot c}} Reactor T4
* {{icon|slot c}} Combat Computer T3 (Picket)
|
* {{icon|slot l}} 1 Plasma T2
* {{icon|slot m}} 2 Plasma T2
* {{icon|slot s}} 3 Plasma T2
* {{icon|slot m}} 4 Armor T3
* {{icon|slot m}} 2 Shields T3
* {{icon|slot a}} 1 Regenerative Hull Tissue
* {{icon|slot c}} Hyperdrive T3
* {{icon|slot c}} Thrusters T3
* {{icon|slot c}} Sensors T3
* {{icon|slot c}} Reactor T4
* {{icon|slot c}} Combat Computer T3 (Line)
|
* {{icon|slot l}} 1 Shields T3
* {{icon|slot m}} 1 Armor T3
* {{icon|slot s}} 1 Armor T3
* {{icon|slot a}} 1 Regenerative Hull Tissue
* {{icon|slot c}} Hyperdrive T3
* {{icon|slot c}} Thrusters T3
* {{icon|slot c}} Sensors T3
* {{icon|slot c}} Reactor T4
|
* {{icon|slot xl}} 1 Lance T2
* {{icon|slot l}} 1 Launcher T2
* {{icon|slot m}} 6 Disruptor T3
* {{icon|slot s}} 6 Disruptor T3
* {{icon|slot g}} 4 Torpedo T3
* {{icon|slot pd}} 4 Point-Defense T3
* {{icon|slot l}} 10 Armor T5
* {{icon|slot l}} 10 Shields T5
* {{icon|slot a}} 2 Shield Capacitor
* {{icon|slot c}} Sensors T4
|
* {{icon|slot m}} 5 Plasma T2
* {{icon|slot s}} 2 Laser T3
* {{icon|slot g}} 5 Missiles T3
* {{icon|slot pd}} 2 Flak T1
* {{icon|slot a}} 1 Regenerative Hull Tissue
* {{icon|slot c}} Sensors T4
|}
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[[Category:Exploration]]
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