Difference between revisions of "Glossary"

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;<div id="Exocredit">Exocredit (&#958;)</div>: In game currency generated by production and trade.
 
;<div id="Exocredit">Exocredit (&#958;)</div>: In game currency generated by production and trade.
 
;<div id="Flag">Flag</div>: Used by a player as a personal notation about the Galactic Map. Flags show up in Galactic Scans only on player's screen. Possible notations include "Colonize ASP", "Wonder" and selected System information like types of objects in orbit. Fleets leave flags.
 
;<div id="Flag">Flag</div>: Used by a player as a personal notation about the Galactic Map. Flags show up in Galactic Scans only on player's screen. Possible notations include "Colonize ASP", "Wonder" and selected System information like types of objects in orbit. Fleets leave flags.
;Industrial Unit (<div id="IU">IU</div>): The base measurement of production cost.
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;<div id="Industrial Unit">Industrial Unit</div> (IU): The base measurement of production cost.
  
 
;<div id="Pin">Pin</div>: Used by player as a personal notation for a specific area on a world. Armies leave pins
 
;<div id="Pin">Pin</div>: Used by player as a personal notation for a specific area on a world. Armies leave pins
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;<div id="Shipyard rate">Shipyard rate</div>: Determines how fast and efficiently a shipyard can produce ships.  
 
;<div id="Shipyard rate">Shipyard rate</div>: Determines how fast and efficiently a shipyard can produce ships.  
 
;<div id="Shipyard size">Shipyard size</div>: Determined by population assigned to creating shipyard and exocredit costs.
 
;<div id="Shipyard size">Shipyard size</div>: Determined by population assigned to creating shipyard and exocredit costs.
;Support and Efficiency Index (<div id="SEI">SEI</div>): Measures positive and negative influences of player actions and various events for an area.
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;<div id="Support and Efficiency Index">Support and Efficiency Index</div> (SEI): Measures positive and negative influences of player actions and various events for an area.

Revision as of 22:59, 1 August 2017

Base capacity
Maximum size ground unit that a base can build.
Base queue
Where you build ground units. You can spend Øuadrans to activate the queue which enables construction of ground-base military units.
Base rate
Determines how fast and efficiently a base can produce units.
Base size
Determined by population assigned to creating base and exocredit costs.
Beacon
Used by a player to contact other players. Beacons can be positioned on the System Map at specific orbits--usually around either the star or a world/moon. Player must be at a system to drop a beacon. Messages are preset, but players can include Empire name and contact information are part of the message. Possible messages could be "Claimed by Dragon Empire - [email protected]" or "Dragon Empire hails and welcomes trade - [email protected]". Fleets drop beacons.
Carrier Hangar Capacity
Light and heavy carriers have hangar space to transport scouts, fighters, bombers or army units. A ship's hangar capacity is figured in this way:

  - Each army unit = 1 hangar

  - Each ship = 1 hangar

Exocredit (ξ)
In game currency generated by production and trade.
Flag
Used by a player as a personal notation about the Galactic Map. Flags show up in Galactic Scans only on player's screen. Possible notations include "Colonize ASP", "Wonder" and selected System information like types of objects in orbit. Fleets leave flags.
Industrial Unit
(IU)
The base measurement of production cost.
Pin
Used by player as a personal notation for a specific area on a world. Armies leave pins
Øuadran
In game currency earned through game play or purchased by the player.
Shipyard capacity
Maximum size ship that a shipyard can build.
Shipyard queue
Where you build ships. You can spend Øuadrans to activate the queue which enables construction of ships.
Shipyard rate
Determines how fast and efficiently a shipyard can produce ships.
Shipyard size
Determined by population assigned to creating shipyard and exocredit costs.
Support and Efficiency Index
(SEI)
Measures positive and negative influences of player actions and various events for an area.