System

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Revision as of 13:54, 5 July 2014 by Reginald (talk | contribs) (PlanetaryShielding: -> Shield Generator: "OnePer100MaxPopUnits" so you might be able to build 4 in a system with 400 pop. (not verified yet) (also see [https://bitbucket.org/mstrobel/supremacy/issue/351/restriction-missing-about-the-shield #351])
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A system (or also colony called) is the summary with a sector.


<img>System.jpg</img>

Colonies

At F5, option Colonies there's an overview about your colonies (and your homesystem).

Symbols

Content Example Description Custom1
System
Race
Sol
Humans
<img>population.png</img> Population 93 / 120 (5,3%) current/maximum (growth rate)
<img size=24>morale.png</img> Morale "Content" see Morale
<img>food.png</img> Food 181 food amount
<img>deuterium.png</img> Deuterium 12 Deuterium amount
<img>dilithium.png</img> Dilithium 0 Dilithium amount
<img>rawmaterials.png</img> Raw Materials 40 Raw Materials amount
<img>industry.png</img> Industry 335 Industry yield
<img>ship.png</img> Shipyard 1500x3 Shipyards: Industry yield + amount of shipyards
<img>energy.png</img> Energy 20 Energy


<img>research.png</img> Research 55 Research yield
---- ---- other symbols following, not used in Colonies overview ----
<img>combat_strength.png</img> Combat strength Combat strength
<img size=24>shield.png</img> Shield Shield
<img size=24>trade_route.png</img> Trade route Trade route
<img>energy.png</img> Energy another energy symbol
Credits 10334 Credits doesn't have a symbol

Screenshot Colonies

<img>5-1-Intel-Colonies-2013-12-23.jpg</img>


Stars

Images of stars are in \Resources\Images\Stars\Map. According to http://oneminuteastronomer.com/708/star-colors-explained/ there are

  • blue
  • white
  • yellow
  • orange
  • red

---

  • green is/was ingame, but it is not color of a real star.


Compare with Memory-Beta


Sectors can also contain (Names + Descriptions hardcoded in BotF2UI/StarSystemPanel.cs)

  • Black Hole
    • The gravity well caused by the Black Hole makes sensor readings of this sector unreliable. Starships in this sector may be destroyed if they drift too close to the event horizon.
  • Nebula
  • Neutron Star
    • Radiative emissions from the Neutron Star make sensor readings unreliable. Ships which enter the sector may be damaged or destroyed by the Neutron Star's magnetic field.
  • Quasar
    • (none yet #058)
  • Radio Pulsar
    • Radiative emissions from the Radio Pulsar disrupt sensors in this sector and adjacent sectors. As the Radio Pulsar rotates, its effects move clockwise through the eight adjacent sectors.
  • X-Ray Pulsar
    • Radiative emissions from the X-Ray Pulsar disrupt sensors in this sector. Radiative pulses also obscure sensor readings in a ring of sectors which expands and contracts around the pulsar.

Planet

see Planet, Planet#Planet Types

Terraforming

see Planet#Terraforming

Population

see Planet#Population, Planet#PopulationHealth, Planet#PlanetMaxPop

Growth Rate

see Planet#Growth Rate, Planet#PlanetMaxPop

PlanetaryShielding

  • PlanetaryShielding + PercentPlanetaryShielding + ShieldPerEnergyTech: Database-List

Shield Generator

defined in TechObjectDatabase.xml:

noticed that it is defined with: "OnePer100MaxPopUnits" so you might be able to build 4 in a system with 400 pop. (not verified yet) (also see #351)

AntiShipDefense

  • Buildings: