Glossary

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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:

      - 1 army unit = 1 hangar

      - 1 ship = 1 hangar

Color Alternative
Preference which displays color alternative icons for visual impaired players. These icons are primarily used to identify the relationship the player empire (green) has with other empires. Color alternatives are available when art cannot provide another type of non-color discrimination, like shape or orientation.
Color Alternative icons
Deploy/Deployed
When an agent is placed back on the game map where an existing agent is located. This action costs a Quadran unless the sponsor agent (the agent at the location where the "#Furloughed" agent is being deployed to) is of the Diplomat type class.
Exocredit (ξ)
In game currency generated by production and trade.
Extract/Extracted
When an agent is removed from the game map where his status is "#Furloughed".
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
Furloughed
The status of an agent who is not on the game map. It takes three hours real time before the agent can be "Deployed" or placed back on the game map.
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.
Space Combat Rules of Engagement
- One weapon can only fire at one ship. Note: a Heavy weapon with massive damage will fire against one ship, regardless of size even if it the damage could eliminate a dozen smaller ships.


- Each "class" of ship has an order of preferred targets.
- At the end of combat, any ship that has shields heals damage equal to those shields not to exceed the value of the shields.
- At any given round where weapons can fire, they do fire.