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FIDS modules for colonizer ships

Ship DesignSystem ManagementEconomy

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8 years ago
Nov 19, 2016, 6:32:12 PM

FIDS modules would be utility modules that you can fit only on a colonizer ship.


There is 4 of them (///), and you can mount 1 per colonizer ship, like a Basic Colonization module restriction is.


Depending of the nature of the module, it provides :

- +20 or +20 or +20 or +20 to a system output if that ship is orbiting one of your system, an allied or a neutral system.
- -10 or -10 or -10 or -10 to a system output if that ship is orbiting an ennemy system. All of this amount is given to the ship owner.


It provides 0 to a system with no owner yet.


The last time I checked, Colonizer ships had a upkeep of 5. Not more than +20 for the dust module is on purpose.


A  module can be considered but it should always give no more than +5 / ship (casino ships) and never remove approval from an ennemy system.

A  module can be considered too. It should not give bonus points but could be used for diplomacy as an ambassy ship (opening some diplomatic options with another empire).

Updated 6 months ago.
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8 years ago
Nov 19, 2016, 6:45:28 PM

Could you add some words to explain why you think this would be a good addition to the game?

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8 years ago
Nov 20, 2016, 9:30:05 AM

In your system:

- Because the ease of use of this would make people solve some problems with it. At the cost of creating a huge weak point in your empire.


In neutral system:

- Because it's a diplomatic trap


In ennemy systems:

- Because it's another weapon, less lethal than destroying a planet.

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