Difference between revisions of "Glossary"

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;Base capacity: Maximum size ground unit that a base can build.  
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;<div id="Base capacity">Base capacity</div>: Maximum size ground unit that a base can build.  
;Base queue: Where you build ground units. You can spend &#216;uadrans to activate the queue which enables construction of ground-base military units.
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;<div id="Base queue">Base queue</div>: Identifies how many ground-based military units are in production.
;Base rate: Determines how fast and efficiently a base can produce units.  
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;<div id="Base rate">Base rate</div>: Determines how fast and efficiently a base can produce units.  
;Base size: Determined by population assigned to creating base and exocredit costs.
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;<div id="Base size">Base size</div>: 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 - Saxondragon@yahoo.com" or "Dragon Empire hails and welcomes trade - Saxondragon@yahoo.com". Fleets drop beacons.  
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;<div id="Beacon">Beacon</div>: 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 - Angodragon@yahoo.com" or "Dragon Empire hails and welcomes trade - Angodragon@yahoo.com". 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:
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;<div id="Carrier Hangar Capacity">Carrier Hangar Capacity</div>: 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:
&nbsp;&nbsp;- Each army unit = 1 hangar  
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Three (3) army units = 1 hangar
  
&nbsp;&nbsp;- Each ship = 1 hangar
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&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;- Three (3) ships = 1 hangar
;Exocredit (&#958;): In game currency generated by production and trade.
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;<div id="Exocredit">Exocredit (&#958;)</div>: 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.
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;<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 deploy flags.
;Industrial Unit (IU): The base measurement of production cost.
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;<div id="Fleet Movement">Fleet Movement</div>: These icons provide information about a fleet's abilities:
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[[File:20190708_fleetMovement_icons.png|250px|center|Fleet movement icons]]
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;<span id="Government Ethos">Government Ethos</span>: How an empire behaves within game play. Each empire is tracked for five traits: aggressiveness, altruism, egocentricity, belief strength and xenophobia. These traits determine the empire’s governing ethos. Over time an empire’s ethos can change. The player’s Empire Dashboard or another Empire’s Dossier displays one of the following icons to identify the current ethos. Colors representing the two dominant traits are incorporated into the icons.
  
;<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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[[File:20180904_governmentEthosColors.png|300px|center|Government Ethos behavior color codes]]
;&#216;uadran: In game currency earned through game play or purchased by the player.
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[[File:20181108_glossary_governmentEthos.png|600px|center|Government Ethos icons and descriptions]]
;Shipyard capacity: Maximum size ship that a shipyard can build.
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;<span id="Industrial Unit">Industrial Unit</span> (IU): The base measurement of production cost.
;Shipyard queue: Where you build ships. You can spend &#216;uadrans to activate the queue which enables construction of ships.
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;<div id="Pin">Pin</div>: Used by player as a personal notation for a specific area on a world. Armies post pins.
;Shipyard rate: Determines how fast and efficiently a shipyard can produce ships.  
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;<div id="&#216;uadran">&#216;uadran</div>: In game currency earned through game play or purchased by the player.
;Shipyard size: Determined by population assigned to creating shipyard and exocredit costs.
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;<div id="Shipyard queue">Shipyard queue</div>: Identifies how many ships are in production.
;Support and Efficiency Index (SEI): Measures positive and negative influences of player actions and various events for an area.
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;<div id="Shipyard rate">Shipyard rate</div>: Determines how fast and efficiently a shipyard can produce ships.  
 +
;<div id="Shipyard size">Shipyard size</div>: Shipyard size determines two things:
 +
# How large of ship can be built at this shipyard
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# How fast the shipyard works
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&nbsp;&nbsp;&nbsp;&nbsp;Note: Orbitals can be created by any size shipyard.
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;<span id="Support and Efficiency Index">Support and Efficiency Index</span> (SEI): Measures positive and negative influences of player actions and various events for an area.

Revision as of 16:24, 3 January 2020

Base capacity
Maximum size ground unit that a base can build.
Base queue
Identifies how many ground-based military units are in production.
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:

      - Three (3) army units = 1 hangar

      - Three (3) ships = 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 deploy flags.
Fleet Movement
These icons provide information about a fleet's abilities:
Fleet movement icons
Government Ethos
How an empire behaves within game play. Each empire is tracked for five traits: aggressiveness, altruism, egocentricity, belief strength and xenophobia. These traits determine the empire’s governing ethos. Over time an empire’s ethos can change. The player’s Empire Dashboard or another Empire’s Dossier displays one of the following icons to identify the current ethos. Colors representing the two dominant traits are incorporated into the icons.
Government Ethos behavior color codes
Government Ethos icons and descriptions
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 post pins.
Øuadran
In game currency earned through game play or purchased by the player.
Shipyard queue
Identifies how many ships are in production.
Shipyard rate
Determines how fast and efficiently a shipyard can produce ships.
Shipyard size
Shipyard size determines two things:
  1. How large of ship can be built at this shipyard
  2. How fast the shipyard works

    Note: Orbitals can be created by any size shipyard.

Support and Efficiency Index (SEI)
Measures positive and negative influences of player actions and various events for an area.