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	<title>LegacyWorlds Beta 6 &#187; technologies</title>
	<atom:link href="http://blog.legacyworlds.com/index.php/tag/technologies/feed/" rel="self" type="application/rss+xml" />
	<link>http://blog.legacyworlds.com</link>
	<description>Updates on the new version's design and progress</description>
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		<title>Towards Milestones 2 and 3</title>
		<link>http://blog.legacyworlds.com/index.php/2010-07-13/towards-milestones-2-and-3/</link>
		<comments>http://blog.legacyworlds.com/index.php/2010-07-13/towards-milestones-2-and-3/#comments</comments>
		<pubDate>Tue, 13 Jul 2010 12:00:58 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Milestones]]></category>
		<category><![CDATA[battles]]></category>
		<category><![CDATA[fleets]]></category>
		<category><![CDATA[milestone 2]]></category>
		<category><![CDATA[milestone 3]]></category>
		<category><![CDATA[research]]></category>
		<category><![CDATA[resources]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=176</guid>
		<description><![CDATA[The initial milestones post described milestone 2 as being oriented towards planet management and milestone 3 as introducing the new ships (in addition to the research system). Because the delay between milestones will be much higher than initially announced, a few changes need to be made. Milestone 1 is definitely not a good game, in [...]]]></description>
			<content:encoded><![CDATA[<p><!-- 		@page { margin: 0.79in } 		P { margin-bottom: 0.08in } 		A:link { so-language: zxx } -->The initial <a href="../index.php/2010-02-20/milestones-to-beta-6/">milestones post</a> described milestone 2 as being oriented towards planet management and milestone 3 as introducing the new ships (in addition to the research system). Because the delay between milestones will be much higher than initially announced, a few changes need to be made.</p>
<p>Milestone 1 is definitely not a <em>good</em> game, in that there are no incentives for anyone to actually fight (which was also true of Beta 5, with the exception of corruption which never really worked as anticipated). If the next step had been planet management, as was initially announced, it would have made it even worse, as the relatively heavy Beta 6 rules on this point would have added complexity, but no incentive, and no reason to spend money on anything other than just “breeding planets”.</p>
<p><span id="more-176"></span></p>
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<h2>Milestone 2, reloaded</h2>
<p>The (new) second milestone must therefore concentrate on bringing these two elements to the game.</p>
<p>First of all, the new ship design and fleet management system will be added. Ships will be capable of carrying three different types of weaponry (beam weapons, mass drivers and missiles), as well as their countermeasures (shields, armours and point defences, respectively). But since a weapon in space isn&#8217;t really much of a viable ship, other parts will be provided – hulls of various sizes and engines. Finally, a “special module”, the drop pod, will allow ground troops to be deployed. A few default designs will be provided, but you will have the option to customise the designs or to create new ones.</p>
<p>Why is this important? Because, by changing the fleet&#8217;s configurations, you might gain an advantage on your enemy. For example, if you are at war with someone who uses mass drivers and shields, you might want to construct or refit ships to use heavy armour and missiles. This constant need to adapt will cost money, which should take care of one of the problems mentioned above.</p>
<p>The second problem remains, however. Why would you go fight your neighbour if there is no actual reason to do so? The solution is relatively easy to find. Why are there wars, in the real world? The major reason for that is resources. As a consequence, the resource system which was planned for Milestone 4 will be added in the next release. However, to keep things simple for now, resources will only be found on planets (which will remain the only available map objects for the time being), and won&#8217;t come in too many varieties. Most advanced technologies will require resources to be used.</p>
<p>While what we just discussed hopefully took care of both major problems, they introduced new ones.</p>
<p>A consequence of the new fleet system is that the hastily designed, totally unbalanced battle system from Milestone 1 <em>has</em> to go. This is not a bad thing, it&#8217;s just worth mentioning.</p>
<p>Many ship parts, many new types of turrets (as they would have to follow the same pattern as ship weapons), mining facilities to extract resources&#8230; The line-based research system of Milestone 1 will not be sufficient to handle this. A graph-based research system, similar in structure to Beta 5&#8242;s, will be implemented. It will not feature any optional technologies at this point, as this would require some form of technology exchange. In addition, the “research budget” system used in Beta 5 will be replaced with a much simpler system allowing per-technology control.</p>
<p>In addition to the above features, which should introduce major changes to the gameplay, a few minor elements might be added, depending on how much time I have: a new user interface as well as replacements for both internal messages and the “normal” messaging system. The French translation may or may not be included.</p>
<p>Because of my relatively heavy schedule, Milestone 2 will be released sometime between April and June of 2011.</p>
<h2>So, what about Milestone 3?</h2>
<p>Milestone 3 has become more distant. It will definitely feature the new planet management system (from M2 in the initial post), the new economy and in-system objects (M4). It will also include forums, although its alliance management will remain simplistic – this will allow Beta 5 to finally rest in peace. It might also include the new universe structure, but that is a big “maybe”. A few alien races might be present as well.</p>
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		<item>
		<title>Stock markets (1/2)</title>
		<link>http://blog.legacyworlds.com/index.php/2008-12-15/stock-markets-1/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-12-15/stock-markets-1/#comments</comments>
		<pubDate>Mon, 15 Dec 2008 10:00:56 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[base income]]></category>
		<category><![CDATA[buildings]]></category>
		<category><![CDATA[factories]]></category>
		<category><![CDATA[laws]]></category>
		<category><![CDATA[money]]></category>
		<category><![CDATA[planets]]></category>
		<category><![CDATA[stock market]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/?p=95</guid>
		<description><![CDATA[Beta 6 introduces an optional system of stock markets which, while usually being beneficial as they increase revenues, also happen to create a small risk of economic depression. A planet&#8217;s stock market normally affects only the output of industrial factories &#8211; however, some laws allow the planet&#8217;s base income to be indexed on its value [...]]]></description>
			<content:encoded><![CDATA[<p>Beta 6 introduces an optional system of stock markets which, while usually being beneficial as they increase revenues, also happen to create a small risk of economic depression. A planet&#8217;s stock market normally affects only the output of industrial factories &#8211; however, some laws allow the planet&#8217;s base income to be indexed on its value (of course, this is a &#8220;use at your own risk&#8221; situation <img src='http://blog.legacyworlds.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /> )</p>
<p><span id="more-95"></span></p>
<p><strong>Stock market buildings</strong></p>
<p>Of course, in order to use the stock market system, specific buildings have to be constructed. There are two categories of buildings that have an influence on the stock market system.</p>
<p>The first category contains the actual stock market buildings; only one such building can be constructed on each planet. The category contains four &#8220;levels&#8221;, each level providing higher benefits and lower risks.</p>
<table style="margin: 0pt 5%;" border="1" width="90%">
<tbody>
<tr>
<td>Planetary stock market</td>
<td>Stock markets are the basic foundation for the formation of an economy. The Planetary stock market provides the most basic service and market trends, allowing the income of the planet to increase. However, like with most processes, it can sometimes produce negative growth.</td>
</tr>
<tr>
<td>Interplanetary stock market</td>
<td>The upgraded version of the planetary stock market connects the information with other neighbouring planets creating a more stable system of employment and market factors. It is better adapted at keeping the market in positive growth than it&#8217;s predecessor, although still suffers from negative growth at times.</td>
</tr>
<tr>
<td>Imperial stock market</td>
<td>Using indicators and markets across the empire to predict and formulate growth patterns, the Imperial stock market has better control of the market producing more periods of positive growth than the Interplanetary stock market, but cannot eradicate negative growth.</td>
</tr>
<tr>
<td>Universal stock market</td>
<td>The best stock market available, the Universal stock market is incredibly powerful in keeping the market in positive growth, drawing on information from all other planets in the universe to generate the market and help direct it. Unfortunately markets tend to still be unpredictable and occasionally produce negative growth.</td>
</tr>
</tbody>
</table>
<p>In addition to the stock market itself, an economic simulator can be constructed (providing that one is available, of course); economic simulators are supercomputers which specialise in trying to predict the market&#8217;s tendencies, therefore anticipating problems and helping solve them. Like the stock market building, only one economic simulator might be built on each planet.</p>
<table style="margin: 0pt 5%;" border="1" width="90%">
<tbody>
<tr>
<td>Stock market analyser</td>
<td>By predicting the overall trend shown in the stock markets, the output can be carefully regulated to increase the productivity of the entire planet. It requires a lot of labour and some nifty technology to build.</td>
</tr>
<tr>
<td>Stock market Oracle</td>
<td>Called the &#8220;Oracle&#8221; because of its uncanny accuracy in predicting the trends of the market and planetary output, this large supercomputer is a step up from the heavy, labour-intensive stock market analyser.</td>
</tr>
<tr>
<td>Market biosimulator</td>
<td>Even the most complex and detailed supercomputers cannot comprehend a change in the system that may not have been encoded within its programming. By adding a biological element the biosimulator accuracy is remarkable, but requires vast amounts of technologies to pull it off.</td>
</tr>
<tr>
<td>Quantum biosimulator</td>
<td>Further improving on the technology used in the Market biosimulator, this ultimate market prediction computer uses its own &#8220;copies&#8221; in alternate universes to simulate even more potential situation, resulting in an unprecedented prediction rate and accuracy, while using slightly less space on the planet&#8217;s surface.</td>
</tr>
</tbody>
</table>
<p><strong>Regulating stock market usage</strong></p>
<p>While the stock market&#8217;s output cannot be affected directly, players can control how it is used through two sets of laws. The exact names of these laws have not been determined yet, but the principles are described below.</p>
<p>One of the sets controls the nationalisation or privatisation of the planet&#8217;s industry. When the industry is nationalised, the state gets the full benefits from the factories&#8217; production, but the stock market has no influence over these benefits. The higher the privatisation level, and the lower the direct benefits for the empire; however, since the stock market&#8217;s value affects the output, these benefits are sometimes heightened. With the lowest level of privatisation and the lowest level of stock market building, the benefits will range between 95% and 105% of what they would normally be; on the other side of the spectrum, the benefits will range from 89% to 135% of normal (the potential loss is higher, but it is more likely to increase the overall benefits). One last option remains &#8211; a law which can only be obtained by empires with the &#8220;Sneaky&#8221; alignment. This law allows the state to pretend the industry is controlled by the private sector, while actually owning it through a set of holdings and fake companies. In this case, the benefits will be between 96% and 145% of normal.</p>
<p>The second set of laws allows players to privatise their planets&#8217; tax collection infrastructure. This will affect the planets&#8217; base income, indexing it on the stock market.</p>
<p><strong>Next time, on the LWB6 blog&#8230;</strong></p>
<p>This post explained the basics of the stock market system &#8211; how it is enabled and how a player interacts with it. Next time, we&#8217;ll take a look at how it actually works.</p>
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		<title>Buildings</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-22/buildings/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-22/buildings/#comments</comments>
		<pubDate>Sat, 22 Mar 2008 09:13:49 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Game design]]></category>
		<category><![CDATA[building]]></category>
		<category><![CDATA[planetary improvement]]></category>
		<category><![CDATA[planets]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-22/buildings/</guid>
		<description><![CDATA[In Beta 5, some technologies might be considered as leading to the construction of buildings; however, the construction process is implicit and no actual building is present on the planet. Beta 6 will feature actual buildings, allowing for a much higher degree of control. Several buildings with either different effects or different levels of effect [...]]]></description>
			<content:encoded><![CDATA[<p align="justify">In Beta 5, some technologies might be considered as leading to the construction of buildings; however, the construction process is implicit and no actual building is present on the planet. Beta 6 will feature actual buildings, allowing for a much higher degree of control.</p>
<p align="justify">Several buildings with either different effects or different levels of effect on the same parameters are available. These buildings are organised in several building types, each including several building categories.</p>
<p align="justify"><span id="more-27"></span><br />
Alliance buildings which can only be constructed on planets owned by alliances, which they provide with additional coordination capabilities.</p>
<p align="justify">Economy buildings can provide an empire with either money or work units to manufacture items or extract resources.</p>
<p align="justify"> Environmental buildings reduce the effects of a planet&#8217;s industrial infrastructure on pollution.</p>
<p align="justify"> Governmental buildings provide general government facilities improving the control over the population and the happiness of the population which feels like being cared about. These buildings can also feed the population with propaganda or increase the security of the planet, thus making it less prone to rebellion or corruption and harder to take over.</p>
<p align="justify"> Health care buildings improve the population&#8217;s health, thus leading to a higher population growth on planets.</p>
<p align="justify"> Housing buildings provide additional living space, therefore making the planet capable of hosting more inhabitants on the planet.</p>
<p align="justify"> Military buildings contribute to the defense of a planet (to reduce the damage caused by an attacking force) or take part in the destruction of enemy fleets.</p>
<p align="justify"> Recreational facilities provide the population of a planet with entertainment, thus increasing its overall happiness.</p>
<p align="justify"> Science and education buildings allow for a greater scientific output of the planet.</p>
<p align="justify"> Travel buildings are buildings which allow the population of a planet to move on the planet, to other planets of the same empire or to other empires and increase the efficiency of the transportation of raw materials and goods.</p>
<p align="justify">Each type of building as described above include about 30 different buildings for the smallest sets.</p>
<p align="justify">All these buildings have to be constructed, thus using part of the building place available on the planet. The room they use depends on their size. Of course there is a set of dependencies for each building, be it technologies or other buildings. As such not all buildings are available immediately &#8211; far from it. Moreover some buildings can be considered as different versions of others, which makes it possible to transform one building into another of the same type.</p>
<p align="justify">Construction of buildings includes of course a cost in money and occasionally other resources; it isn&#8217;t immediate as it was for Beta 5: the time to build depends on the size and complexity of the building, represented by an amount of work units, which are produced by inhabitants of the planets who are employed as construction workers. Finally, a building has a maintenance cost, which consists in a number of work units it requires to stay in good shape.</p>
<p align="justify"> Buildings have hit points and can be damaged or destroyed through bombardments of the planet, or if the workforce assigned to maintenance is insufficient. Damaged building are less efficient and tend to generate more pollution.</p>
<p align="justify">Building destruction takes time too: it is again managed through work units which are provided by the construction workforce.</p>
<p align="justify">What do you think of having actual buildings? What do you think of the way we intend to manage them? Do you think the suggested categories are adequate? Can you think of others?</p>
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		<title>Ship hulls</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/#comments</comments>
		<pubDate>Thu, 20 Mar 2008 06:36:52 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[hulls]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-20/ship-hulls/</guid>
		<description><![CDATA[A ship&#8217;s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew [...]]]></description>
			<content:encoded><![CDATA[<p align="justify">A ship&#8217;s hull is the main component of its design. While a ship is of course to limited to a single hull, this choice has a lot of consequences, from influencing the space available inside the ship to the type of components which can be used to whether or not the ship requires a crew of officers to fly.</p>
<p align="justify">There are two main types of hulls. Standard, mechanical hulls are the most basic option, while it is possible later in the game to create biological ships if the proper technologies have been researched. Biological ships, while leaving slightly less internal space available, are more robust and possess natural regenerative properties; they also include a basic power generation unit.</p>
<p align="justify">In addition, it is possible to categorise ship hulls according to their size. Indeed ship hulls come in all sizes and shapes. The size of a ship hull determines how the ship will be used.</p>
<p><span id="more-26"></span></p>
<p align="justify">Ships using tiny hulls are appropriate as scouts, or later in the game, when miniaturisation has been perfected, as small fighters. Tiny hulls imply a high maneuverability but a low firepower and protection.</p>
<p align="justify">Small hulls make very good fighters. While still being highly maneuverable, they can support many more components than tiny hulls and are usually somewhat more robust. The default fighter design is based on a small hull.</p>
<p align="justify">Medium hulls are useful to make ground troops carriers, or high-power fighters. They are much less maneuverable by default than their smaller counterparts, but are clearly more robust.</p>
<p align="justify">Big hulls are appropriate for high-powered local defenses, or basic hyperspace-capable carrier crafts. They are about as maneuverable as a fridge, tho. However, they can take a beating before blowing up.</p>
<p align="justify">Huge hulls make excellent capital ships. Their size allows them to be outfitted with lots of weapons as well as hangar bays for smaller ships. While having a very low maneuverability, they are very robust.</p>
<p align="justify">Enormous hulls are, well, enormous. Whatever one might want to put inside a ship, it&#8217;s likely that this type of hull can handle it. However, their maneuverability is low, and while this is amply compensated by their great robustness, they will require a crew to fly.</p>
<p align="justify">Gigantic hulls are almost as big as possible. They are capable of carrying loads of equipment and are highly robust. They require a crew and are not quite maneuverable.</p>
<p align="justify">Colossal hulls are the biggest hulls available. Even gigantic hulls are small compared to these mastodons. Their maneuverability is as low as it gets, and they require a crew. But on the other hand, these can really be made into flying fortresses that can take as much of a pounding as an entire fleet of smaller ships.</p>
<p align="justify">The list of hulls players can use has been divided between mechanical and biological hulls. Both lists are ordered by size.</p>
<p align="justify">The first one deals with mechanical hulls.</p>
<table style="margin: 0pt 25% 0pt 5%" border="1" width="70%">
<tr>
<th align="left" width="150">Name</th>
<th align="center" width="100">Size</th>
<th align="center">Beta 5 equivalent</th>
<th align="center">Available by default</th>
</tr>
<tr>
<td><span class="new">Karakuri</span></td>
<td align="center">Tiny</td>
<td align="center">N/A</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Aegis</span></td>
<td align="center">Small</td>
<td align="center">Fighters</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Gungnir</span></td>
<td align="center">Medium</td>
<td align="center">G.A. ships</td>
<td align="center">Yes</td>
</tr>
<tr>
<td><span class="new">Mistcalf</span></td>
<td align="center">Big</td>
<td align="center">Cruisers</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Talos</span></td>
<td align="center">Huge</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Titan</span></td>
<td align="center">Enormous</td>
<td align="center">Battlecruisers</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Dreadstar</span></td>
<td align="center">Gigantic</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
<tr>
<td><span class="new">Colossus</span></td>
<td align="center">Colossal</td>
<td align="center">N/A</td>
<td align="center">No</td>
</tr>
</table>
<p align="justify">The second list regroups biological hulls. None of these ships have direct equivalents in Beta 5, and none are available by default.</p>
<table style="margin: 0pt 25% 0pt 5%" border="1" width="70%">
<tr>
<th align="left">Name</th>
<th align="center" width="100">Size</th>
</tr>
<tr>
<td><span class="new">Krill</span></td>
<td align="center">Tiny</td>
</tr>
<tr>
<td><span class="new">Nautilus</span></td>
<td align="center">Small</td>
</tr>
<tr>
<td><span class="new">Narwhal</span></td>
<td align="center">Medium</td>
</tr>
<tr>
<td><span class="new">Wyvern</span></td>
<td align="center">Big</td>
</tr>
<tr>
<td><span class="new">Ouroboros</span></td>
<td align="center">Huge</td>
</tr>
<tr>
<td><span class="new">Kraken</span></td>
<td align="center">Enormous</td>
</tr>
<tr>
<td><span class="new">Hydra</span></td>
<td align="center">Gigantic</td>
</tr>
<tr>
<td><span class="new">Leviathan</span></td>
<td align="center">Colossal</td>
</tr>
</table>
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		<title>Hangar bays</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/#comments</comments>
		<pubDate>Sun, 16 Mar 2008 08:49:56 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[hangar bays]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-16/hangar-bays/</guid>
		<description><![CDATA[LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship&#8217;s design. These hangar bays allow to carry various smaller ships which don&#8217;t have hyperspace engines through hyperspace. The first set of hangar bays is designed for mechanical ships. The various categories of hangar bays have different sizes, allowing [...]]]></description>
			<content:encoded><![CDATA[<p>LegacyWorlds Beta 6 will feature different types of hangar bays which can be included in a ship&#8217;s design. These hangar bays allow to carry various smaller ships which don&#8217;t have hyperspace engines through hyperspace.</p>
<p><span id="more-25"></span></p>
<p>The first set of  hangar bays is designed for mechanical ships. The various categories of hangar bays have different sizes, allowing to carry more or less smaller ships.</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="33%">Name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Hangar bay</span></td>
<td>These basic bays allow to store the minimum number of ships. They are the ones available by default to all players.</td>
</tr>
<tr>
<td><span class="new">Fast deployment bay</span></td>
<td>A better organisation of ships in the hangar allow for more storage capacity.</td>
</tr>
<tr>
<td><span class="new">Robotized bay</span></td>
<td>Progress in robotisation allow ships to be piled inside the hangar bay, while still being able to be deployed at will, thus increasing the number of ships stored.</td>
</tr>
<tr>
<td><span class="new">Subspace compression bay</span></td>
<td>Using advanced phase shifting processes, these bays allow to store several ships at the same physical place in the bay.</td>
</tr>
<tr>
<td><span class="new">Singularity hangar bay</span></td>
<td>Using space-time folding, these bays allow to store more ships in non existent space from our reality point of view, thus having them look as way larger on the inside than they actually look from the outside.</td>
</tr>
</table>
<p>The second set is designed for biological ships. Their biological nature makes them all extensible, allowing them to store more ships than their mechanical counterparts.</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="33%">Name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new"> Ship pouch</span></td>
<td>An area where the smaller ships connect to the mother ship for transport. Its biological nature allows it to expand a lot.</td>
</tr>
<tr>
<td><span class="new">Subspace womb</span></td>
<td>An adaptation of the subspace compression techniques to biological ships.</td>
</tr>
<tr>
<td><span class="new">Singularity womb</span></td>
<td>An adaptation of the singularity hangar bay technology to biological ships.</td>
</tr>
</table>
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		<title>Generators (2/2)</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/#comments</comments>
		<pubDate>Wed, 12 Mar 2008 09:16:10 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[generators]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-12/generators-22/</guid>
		<description><![CDATA[As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators. Biological generators are generators based on biological reactions. They are of course only compatible with biological hulls. Generator name Notes Photosynthetic generator The ship&#8217;s &#8220;skin&#8221; is covered [...]]]></description>
			<content:encoded><![CDATA[<p>As a follow up from our previous post about generators which can be installed in ships, this post presents the last two categories: biological generators and zero-point generators.</p>
<p><span id="more-21"></span>Biological generators are generators based on biological reactions. They are of course only compatible with biological hulls.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Photosynthetic generator</span></td>
<td>The ship&#8217;s &#8220;skin&#8221; is covered with photosynthesis-capable cells.</td>
</tr>
<tr>
<td><span class="new">Mytochondrial generator</span></td>
<td>This organ concentrates as many mytochondrions as possible within its cells.</td>
</tr>
<tr>
<td><span class="new">Improved metabolism</span></td>
<td>This special module is not a generator per se; however, adding it on a biological ship causes the ship to create more energy.</td>
</tr>
<tr>
<td><span class="new">Phased mythochondrial generator</span></td>
<td>This organ uses phase-shifting to regroup multiple mytochondrial generators in the same space.</td>
</tr>
<tr>
<td><span class="new">Radiation harvesters</span></td>
<td>A specialized organ of the ship, it harnesses deep space radiation and converts it to energy</td>
</tr>
<tr>
<td><span class="new">Kynetic converters</span></td>
<td>These specialised cells grow onto the ship&#8217;s &#8220;skin&#8221;, where they collect energy from collisions with dust and micro-meteorites.</td>
</tr>
<tr>
<td><span class="new">Magnetic converters</span></td>
<td>This organ extracts energy from magnetic fields the ship flies through.</td>
</tr>
</table>
<p>Zero-point generators rely on advanced knowledge of the universe&#8217;s underlying structure. They are based on advanced concepts and considered to be compatible with both mechanical and biological ships.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Zero-point extractor</span></td>
<td>These generators use vacuum energy &#8211; an underlying background energy that exists in space even when devoid of matter.</td>
</tr>
<tr>
<td><span class="new">Planck extractor</span></td>
<td>A finer version of the zero-point extractor.</td>
</tr>
<tr>
<td><span class="new">Matter converter</span></td>
<td>This generator is able to transform just about anything that has a mass into energy.</td>
</tr>
<tr>
<td><span class="new">Vacuum integrator</span></td>
<td>This generator combines the abilities of the Planck extractor with that of the matter convertor, being able to convert even the smallest amount of matter into energy.</td>
</tr>
</table>
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<p class="printfooter">&nbsp;</p>
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		<title>Mechanical generators</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/#comments</comments>
		<pubDate>Sat, 08 Mar 2008 08:54:34 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[generators]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-08/mechanical-generators/</guid>
		<description><![CDATA[LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship&#8217;s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades. In this first post we introduce the mechanical generators &#8211; which are of course [...]]]></description>
			<content:encoded><![CDATA[<p>LegacyWorlds Beta 6 will feature different types of generators which can be included in a ship&#8217;s design to produce the required power. Each type of generator is based on a different energy source / concept and is declined into various upgrades.</p>
<p>In this first post we introduce the mechanical generators &#8211; which are of course specific to mechanical ships. A second, later post will present the other generator types.</p>
<p><span id="more-20"></span><br />
Passive generators are generators that collect energy from external sources and convert it.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td>Photovoltaic generator</td>
<td>Basic solar generator, available by default.</td>
</tr>
<tr>
<td>Concentrated solar generator</td>
<td>This high-density photovoltaic generator is able to generate more power by harnessing a wider range of wavelengths.</td>
</tr>
<tr>
<td>Thermoelectric generator</td>
<td>This generator collects heat from the ship&#8217;s hull &#8211; even temperatures slightly above absolute zero are enough.</td>
</tr>
<tr>
<td><span class="new">Solar mass fluctuation generator</span></td>
<td>Uses the fluctuations in solar mass in a way similar to seawave energy harvesting.</td>
</tr>
</table>
<p>Nuclear generators are generators based on nuclear reactions. They are the most basis power source and the first level of nuclear generators is the one available to all players at the beginning of the game.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td>Fission generator</td>
<td>The most basic type of generator; relies on nuclear fission and is quite bulky.</td>
</tr>
<tr>
<td><span class="new">Laser fusion generator</span></td>
<td>This generator uses high-energy lasers to maintain inertial confinement.</td>
</tr>
<tr>
<td><span class="new">Microfission generator</span></td>
<td>This variant of the fission generator is created through the use of more efficient energy collectors. It generates as much power in a much smaller space.</td>
</tr>
<tr>
<td><span class="new">Magnetic fusion generator</span></td>
<td>While more efficient than fission generator, this generator is even more bulky.</td>
</tr>
<tr>
<td><span class="new">Bubble fusion generator</span></td>
<td>This generator generates fusion reactions in bubbles found in a liquid container using sound waves; while much less efficient than other fusion generators, it is also much smaller.</td>
</tr>
<tr>
<td><span class="new">Quark fusion generator</span></td>
<td>This generator uses fusion reactions in a quark-gluon plasma to generate energy.</td>
</tr>
<tr>
<td><span class="new">GraDil fusion generator</span></td>
<td>This generator relies on gravitons and dilatons to create an artificial gravity field used to confine a quark-gluon plasma.</td>
</tr>
</table>
<p>Anti-matter generators are based on matter / anti-matter reactions.</p>
<table border="1" width="99%">
<tr>
<th align="left" width="33%">Generator name</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Obliteration generator</span></td>
<td>Matter and antimatter obliterate themselves in a controlled environment to produce energy.</td>
</tr>
<tr>
<td><span class="new">Antimatter harvesters</span></td>
<td>Biological beings that exist between two planes of existence; they are capable of seeing antimatter and can harvest it for use in the ship&#8217;s antimmatter generators.</td>
</tr>
<tr>
<td><span class="new">Anti-particle colliders</span></td>
<td>An improvement on the obliteration generator which uses miniaturised particle accelerators to accelerate both matter and antimatter.</td>
</tr>
<tr>
<td><span class="new">Ambiplasma generator</span></td>
<td>This generator uses ambiplasma, an equal mixture of ionized matter and anti-matter.</td>
</tr>
</table>
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		<title>Missile countermeasures</title>
		<link>http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/#comments</comments>
		<pubDate>Tue, 04 Mar 2008 08:24:46 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[countermeasures]]></category>
		<category><![CDATA[missiles]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-03-04/missile-countermeasures/</guid>
		<description><![CDATA[Missile countermeasures come in various types and shapes; some will disrupt a missile&#8217;s guidance system while others will try to get a missile to explode before it can reach its target. Quite obviously, they protect ships against missiles. Missile countermeasures come in three different types. Anti-missile weapon systems (AMWS) are weapons that try to shoot [...]]]></description>
			<content:encoded><![CDATA[<p>Missile countermeasures come in various types and shapes; some will disrupt a missile&#8217;s guidance system while others will try to get a missile to explode before it can reach its target. Quite obviously, they protect ships against missiles.</p>
<p>Missile countermeasures come in three different types.<span id="more-13"></span></p>
<ul>
<li> Anti-missile weapon systems (<em>AMWS</em>) are weapons that try to shoot incoming missiles to destroy them; this type of countermeasure uses a lot of space on board.</li>
<li> Electronic missile countermeasures (<em>EMC</em>) try to fool an incoming missile&#8217;s guidance system to prevent it from reaching its target. They are much smaller than anti-missile weapon systems, however they are very demanding on the ship&#8217;s generators.</li>
<li> Physical missile countermeasures (<em>PMC</em> &#8211; for lack of a better name) use advanced knowledge of the universe&#8217;s structure to get rid of incoming missiles. While these systems use quite a lot of space and energy, they are more efficient than EMCs or AMWSs.</li>
</ul>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<th align="left" width="25%">Name</th>
<th style="width: 70px; text-align: center">Type</th>
<th align="left">Notes</th>
</tr>
<tr>
<td><span class="new">Flak batteries</span></td>
<td align="center">AMWS</td>
<td>Shoots explosive devices at short range to destroy incoming missiles.</td>
</tr>
<tr>
<td><span class="new">Point defense missiles</span></td>
<td align="center">AMWS</td>
<td>Uses smaller guided missiles to destroy incoming missiles.</td>
</tr>
<tr>
<td><span class="new">AI laser turrets</span></td>
<td align="center">AMWS</td>
<td>These AI-controlled turrets shoot incoming missiles using a high-energy laser beam.</td>
</tr>
<tr>
<td><span class="new">Droid sentries</span></td>
<td align="center">AMWS</td>
<td>Uses small flying robots that go after incoming missiles.</td>
</tr>
<tr>
<td><span class="new">Guidance systems jammer</span></td>
<td align="center">EMC</td>
<td>Tries to jam the incoming missile&#8217;s guidance system.</td>
</tr>
<tr>
<td><span class="new">Shadows generator</span></td>
<td align="center">EMC</td>
<td>Fools the incoming missile&#8217;s guidance system into thinking it&#8217;s going after many different targets.</td>
</tr>
<tr>
<td><span class="new">Nanites fog</span></td>
<td align="center">EMC</td>
<td>Generates a fog of nanites around the ship that will hack into incoming missiles to disable them.</td>
</tr>
<tr>
<td><span class="new">Picotech fog</span></td>
<td align="center">EMC</td>
<td>Upgrade from the above using picotech.</td>
</tr>
<tr>
<td><span class="new">Layered gravity field</span></td>
<td align="center">PMC</td>
<td>Modifies gravity in a thin layer of space around the ship, causing incoming missiles to detonate as they pass through.</td>
</tr>
<tr>
<td><span class="new">Thin gravity field</span></td>
<td align="center">PMC</td>
<td>Same as above but causing a stronger anomaly in a thinner layer of space.</td>
</tr>
<tr>
<td><span class="new">Phase-shifting cannon</span></td>
<td align="center">PMC</td>
<td>Cannon that shoots incoming missiles, making them shift out of phase with normal space.</td>
</tr>
<tr>
<td><span class="new">Hyperspace projector</span></td>
<td align="center">PMC</td>
<td>Cannon that sends incoming missiles into Hyperspace.</td>
</tr>
</table>
<p>Do you have other ideas of possible missile counter measures?</p>
<p>Do you have ideas of other categories of missile counter measures?</p>
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		<title>Space-time drilling</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-20/space-time-drilling/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-02-20/space-time-drilling/#comments</comments>
		<pubDate>Wed, 20 Feb 2008 10:07:10 +0000</pubDate>
		<dc:creator>ju</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[layers]]></category>
		<category><![CDATA[space travel]]></category>
		<category><![CDATA[technologies]]></category>
		<category><![CDATA[universe]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-20/space-time-drilling/</guid>
		<description><![CDATA[Space-time drilling is a technology allowing an alliance to bypass the standard fleet movements rules by jumping to a layer directly without having to go through supergates (it doesn&#8217;t allow players to jump to a different protection level tho). While this very powerful technology has quite a few inconvenients (it costs a lot and presents [...]]]></description>
			<content:encoded><![CDATA[<p>Space-time drilling is a technology<a href="https://devel.legacyworlds.com/wiki/index.php/Technologies" title="Technologies"></a> allowing an alliance to bypass the standard fleet movements rules by jumping to a layer directly without having to go through supergates<a href="https://devel.legacyworlds.com/wiki/index.php/Supergate" title="Supergate"></a> (it doesn&#8217;t allow players to jump to a different protection level<a href="https://devel.legacyworlds.com/wiki/index.php/Protection" title="Protection"></a> tho).</p>
<p>While this very powerful technology has quite a few inconvenients (it costs a lot and presents a variety of risks), it gives an alliance the ability to attack an alliance located on another layer without having to go through potentially dozens of supergates, which can be quite a lengthy process and could alert the target before it&#8217;s too late if the fleets are detected on their way.</p>
<p><span id="more-17"></span></p>
<p>To use the space-time drilling ability, the first requirement is the construction of ships equipped with space-time-drills<a href="https://devel.legacyworlds.com/wiki/index.php?title=Space-time_drill&amp;action=edit" class="new" title="Space-time drill"></a>. These very cumbersome, power-hungry and expensive pieces of equipment can only be transported by the largest ships. The space-time drills carried by the ships are necessary, but not sufficient to the use of the ability. A drilling control center has to be constructed in the system that will be used as the point of origin; this building can only be constructed on a planet owned by an alliance.</p>
<p>Once driller ships have been brought to the origin system and the drilling center has been built, the alliance must decide which layer the drill is to reach, as well as the approximative location of the fleets when they arrive. The distance between the layers determines the amount of energy drilling will require: the higher the energy, the more ships are needed. Planets in the system being drilled contribute to the amount of energy produced.</p>
<p>After the decision has been taken, the drilling operation is initiated. It lasts quite some time, depending on the amount of energy required. During the drilling process, space-time in the origin system is being heavily modified; any interruption of the process, for example if enough driller ships are destroyed, or the planet on which the control centre is gets captured, the whole system will be destroyed immediately and turn into a black hole.</p>
<p>Once the drilling is complete, all fleets in the system at the time (including enemy ships) are sent to the approximative location selected by the alliance&#8217;s commanders. However, some ships will be lost, some fleets will end up in the wrong layer &#8230; In any case, the origin system is completely destroyed and turns into a black hole.</p>
<p>What do you think of the possibility to go from one layer to another without using supergates?</p>
<p>Do you think the cost (in time, resources, potential losses), the complexity of the process and the required technological level are high enough to avoid having black hole flourishing all around the universe? What would have been the limits you would have defined?</p>
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		<item>
		<title>Missiles</title>
		<link>http://blog.legacyworlds.com/index.php/2008-02-17/missiles/</link>
		<comments>http://blog.legacyworlds.com/index.php/2008-02-17/missiles/#comments</comments>
		<pubDate>Sun, 17 Feb 2008 08:34:07 +0000</pubDate>
		<dc:creator>TSeeker</dc:creator>
				<category><![CDATA[Raw bits]]></category>
		<category><![CDATA[missiles]]></category>
		<category><![CDATA[ship design]]></category>
		<category><![CDATA[ships]]></category>
		<category><![CDATA[technologies]]></category>

		<guid isPermaLink="false">http://blog.legacyworlds.com/index.php/2008-02-17/missiles/</guid>
		<description><![CDATA[Missiles are projectiles containing both a propulsion system, a guidance system and some explosive materials. While they inflict quite a lot of damage, missiles are usually bulky, and they can be stopped using appropriate countermeasures. Some missiles exist in different variants, depending on their guidance and propulsion systems. This is not the case for all [...]]]></description>
			<content:encoded><![CDATA[<p>Missiles are projectiles containing both a propulsion system, a guidance system and some explosive materials. While they inflict quite a lot of damage, missiles are usually bulky, and they can be stopped using appropriate countermeasures.</p>
<p>Some missiles exist in different variants, depending on their guidance and propulsion systems. This is not the case for all missiles, as some of them really require advanced automation or powerful engines, while others are really too basic to be worth an upgrade.</p>
<p><span id="more-12"></span>The type of guidance system can be either <em>automaton</em> (<strong>A</strong>), which is the most basic, <em>intelligent</em> (<strong>I</strong>), where the missile uses artificial intelligence up to a &#8220;human&#8221; cognition level, or <em>Hyperturing</em> (<strong>H</strong>), where the missile is actually much more intelligent than you.</p>
<p>Propulsion systems for missiles include <em>chemical propulsion</em> (<strong>C</strong>), which is the most basic, <em>ion drive</em> (<strong>D</strong>) and <em>graviton drive</em> (<strong>G</strong>).</p>
<table style="margin: 0pt 5%" border="1" width="90%">
<tr>
<td><span class="new">Cluster missiles</span></td>
<td align="center">A+C</td>
</tr>
<tr>
<td><span class="new">Devastator missiles</span></td>
<td align="center">A+C / A+D</td>
</tr>
<tr>
<td><span class="new">Tactical nuclear missiles</span></td>
<td align="center">A+C / A+D</td>
</tr>
<tr>
<td><span class="new">Annihilator missiles</span></td>
<td align="center">I+C / I+D</td>
</tr>
<tr>
<td><span class="new">Anti-matter torpedoes</span></td>
<td align="center">I+D / I+G</td>
</tr>
<tr>
<td><span class="new">Quantum torpedoes</span></td>
<td align="center">I+G / H+G</td>
</tr>
<tr>
<td><span class="new">Subspace torpedoes</span></td>
<td align="center">H+G</td>
</tr>
</table>
<p>Do you have other ideas of missiles?</p>
<p>Do you have other ideas of missile guidance systems? Do you have other ideas of missile propulsion systems?</p>
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