Difference between revisions of "Glossary"
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;<div id="Base capacity">Base capacity</div>: Maximum size ground unit that a base can build. | ;<div id="Base capacity">Base capacity</div>: Maximum size ground unit that a base can build. | ||
− | ;<div id="Base queue">Base queue</div>: | + | ;<div id="Base queue">Base queue</div>: Identifies how many ground-based military units are in production. |
;<div id="Base rate">Base rate</div>: Determines how fast and efficiently a base can produce units. | ;<div id="Base rate">Base rate</div>: Determines how fast and efficiently a base can produce units. | ||
;<div id="Base size">Base size</div>: Determined by population assigned to creating base and exocredit costs. | ;<div id="Base size">Base size</div>: Determined by population assigned to creating base and exocredit costs. | ||
− | ;<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 - | + | ;<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. |
;<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: | ;<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: | ||
− | - | + | - Three (3) army units = 1 hangar |
− | - | + | - Three (3) ships = 1 hangar |
;<div id="Exocredit">Exocredit (ξ)</div>: In game currency generated by production and trade. | ;<div id="Exocredit">Exocredit (ξ)</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 | + | ;<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. |
− | ; | + | ;<div id="Fleet Movement">Fleet Movement</div>: These icons provide information about a fleet's abilities: |
+ | [[File:20190708_fleetMovement_icons.png|250px|center|Fleet movement icons]] | ||
+ | ;<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 | + | [[File:20180904_governmentEthosColors.png|300px|center|Government Ethos behavior color codes]] |
+ | [[File:20181108_glossary_governmentEthos.png|600px|center|Government Ethos icons and descriptions]] | ||
+ | ;<span id="Industrial Unit">Industrial Unit</span> (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 post pins. | ||
;<div id="Øuadran">Øuadran</div>: In game currency earned through game play or purchased by the player. | ;<div id="Øuadran">Øuadran</div>: In game currency earned through game play or purchased by the player. | ||
− | + | ;<div id="Shipyard queue">Shipyard queue</div>: Identifies how many ships are in production. | |
− | ;<div id="Shipyard queue">Shipyard queue</div>: | ||
;<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>: | + | ;<div id="Shipyard size">Shipyard size</div>: Shipyard size determines two things: |
− | ;Support and Efficiency Index | + | # How large of ship can be built at this shipyard |
+ | # How fast the shipyard works | ||
+ | Note: Orbitals can be created by any size shipyard. | ||
+ | ;<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:
- 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.
- 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:
- How large of ship can be built at this shipyard
- 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.