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	<id>https://wiki.sinsofasolarempire.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Centaurianmudpig</id>
	<title>Sins of a Solar Empire - Official Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.sinsofasolarempire.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Centaurianmudpig"/>
	<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php/Special:Contributions/Centaurianmudpig"/>
	<updated>2026-06-04T19:51:44Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.41.1</generator>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=File:XSI_Collada.png&amp;diff=6941</id>
		<title>File:XSI Collada.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=File:XSI_Collada.png&amp;diff=6941"/>
		<updated>2017-03-31T19:24:44Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=File:SIN.MOD.SET.100px.png&amp;diff=6931</id>
		<title>File:SIN.MOD.SET.100px.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=File:SIN.MOD.SET.100px.png&amp;diff=6931"/>
		<updated>2017-03-30T02:42:01Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Modding&amp;diff=6921</id>
		<title>Category:Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Modding&amp;diff=6921"/>
		<updated>2017-03-30T01:41:49Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
[[File:SIN.MOD.SET.Lg.png|right|Sins Mod Set]] The&amp;amp;nbsp;&#039;&#039;&#039;Forge Tools 3&#039;&#039;&#039;&amp;amp;nbsp;has modding documentation which is a good introduction, but some of the information is outdated and has changed for &#039;&#039;&#039;Rebellion&#039;&#039;&#039;. According to the [https://onedrive.live.com/view.aspx?cid=4BB4BC0AAC3684C3&amp;amp;resid=4BB4BC0AAC3684C3!23712&amp;amp;app=WordPdf Sins Mod Set] you will need to copy the ENTIRE folder set from your SoaSE install directory or &#039;&#039;&#039;&#039;&#039;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&#039;&#039;&#039;&#039;&#039; to the created mod folder, then convert the files you wish to modify to text. Those which are not included will not be used by the game.&lt;br /&gt;
&lt;br /&gt;
For the original Entrenchment, Diplomacy expansions, and now Rebellion, you only have to include the files that you want to change and if you want to &amp;quot;remove&amp;quot; an original file you have to remove it from the entity manifest (which is explained in the documentation). Also note that it includes some [[Reference_Data|reference files]] which are outdated and you will need to create your own or download the [http://www.7-zip.org/ 7-z] archives for &#039;&#039;&#039;Rebellion&#039;&#039;&#039; that includes all current versions.&lt;br /&gt;
&lt;br /&gt;
Each faction can build a max of 9 [[:Category:Tactical_Structures|tactical structures]], 9 [[:Category:Logistic_Structures|logistical structures]], 1 [[:Category:Titans|titan class]], 9 [[:Category:Capitals|capital class]], 9 [[:Category:Frigates|frigate class]],and 9 [[:Category:Cruisers|cruiser class]], (&#039;&#039;note that frigates and cruisers are the same, but they are just shown on different places in the U.I.&#039;&#039;). You can also place tactical modules in a logistics slot and vice-versa. An entity can have a max of 5 different weapons. As far as it is known there isn&#039;t any limit on research levels.&lt;br /&gt;
&lt;br /&gt;
The first thing on a new modder&#039;s list should be the&amp;amp;nbsp;[[Developer_EXE|Developer.exe&#039;s]]. Weather you are starting to build a new mod or testing a downloaded mod this tool is very useful for finding errors and game testing. If you are not sure about the errors generated or you want to keep track of them you will want to [[Enable_Logging|enable logging]], then you can copy the information to paste into a thread in the [http://forums.sinsofasolarempire.com/forum/443 modding forum].&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=File:SIN.MOD.SET.Lg.png&amp;diff=6911</id>
		<title>File:SIN.MOD.SET.Lg.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=File:SIN.MOD.SET.Lg.png&amp;diff=6911"/>
		<updated>2017-03-30T01:16:22Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Sounds_and_Music&amp;diff=6901</id>
		<title>Sounds and Music</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Sounds_and_Music&amp;diff=6901"/>
		<updated>2017-03-29T15:58:35Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Sins of a Solar Empire uses OGG files for music and event sounds.&lt;br /&gt;
&lt;br /&gt;
It is possible to use .mp3 and .wav files. Edit the GameInfo\SoundDialogue.sounddata or GameInfo\SoundMusic to reflect the different extensions.&lt;br /&gt;
&lt;br /&gt;
1104 event sounds 73 music tracks. The original Sound files were 216 MB.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
There are two things you should be concerned about when creating your audio files; those are sampling rate and bit rate.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;15&amp;quot; id=&amp;quot;AutoNumber31&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100%&amp;quot; | &lt;br /&gt;
{| border=&amp;quot;5&amp;quot; cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;10&amp;quot; id=&amp;quot;AutoNumber32&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100%&amp;quot; | &lt;br /&gt;
&#039;&#039;&#039;Sampling rate&#039;&#039;&#039;&amp;amp;nbsp;represents the sound frequency range. The higher sampling rate the file is, the wider the frequency range is. In other words, higher is better quality. Your lows will be lower, your highs will be higher. Lower rates can dampen the highs and lows so that audio quality is lower. You won&#039;t notice that much on a cheap set of headphones, but on high quality ones you&#039;ll notice a huge difference.&lt;br /&gt;
&lt;br /&gt;
Lets talk about&amp;amp;nbsp;sample rate&amp;amp;nbsp;and the&amp;amp;nbsp;Nyquist Theory.&amp;amp;nbsp; This theory is that the actual upper threshold of a piece of digital audio will top out at half the sample rate.&amp;amp;nbsp; So if you are recording at 44.1kHz, the highest frequencies generated will be around 22kHz.&amp;amp;nbsp;&amp;amp;nbsp;That is 2khz higher than the typical human with excellent hearing can hear.&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;5&amp;quot; cellpadding=&amp;quot;10&amp;quot; cellspacing=&amp;quot;10&amp;quot; id=&amp;quot;AutoNumber33&amp;quot; width=&amp;quot;100%&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| width=&amp;quot;100%&amp;quot; | &#039;&#039;&#039;Bit rate&#039;&#039;&#039;&amp;amp;nbsp;defines how many &amp;quot;bits&amp;quot; of space the file takes per second of audio. Obviously the higher the bit rate, the higher quality audio you&#039;ll have.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So for best quality, you want high sampling rates and high bit rates.&amp;amp;nbsp;Sampling rates do not affect file size as much as bit rates do, so if space is at a premium (like on an expansion card) a good trade off is to create high sampling rate files with a lower bit rate, or use a variable bit rate (VBR) with a moderately high &amp;quot;base&amp;quot; setting, like 128kbps.&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Sounds_and_Music&amp;diff=6891</id>
		<title>Sounds and Music</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Sounds_and_Music&amp;diff=6891"/>
		<updated>2017-03-29T15:54:48Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; Sins of a Solar Empire uses OGG files for music and event sounds.  It is possible to use .mp3 and .wav files. Edit the GameInfo\SoundDialogue.sounddata or GameInfo\SoundMusic...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Sins of a Solar Empire uses OGG files for music and event sounds.&lt;br /&gt;
&lt;br /&gt;
It is possible to use .mp3 and .wav files. Edit the GameInfo\SoundDialogue.sounddata or GameInfo\SoundMusic to reflect the different extensions.&lt;br /&gt;
&lt;br /&gt;
1104 event sounds 73 music tracks. The original Sound files were 216 MB.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Modding&amp;diff=6881</id>
		<title>Category:Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Modding&amp;diff=6881"/>
		<updated>2017-03-29T15:42:52Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The&amp;amp;nbsp;&#039;&#039;&#039;Forge Tools 3&#039;&#039;&#039;&amp;amp;nbsp;has modding documentation which is a good introduction, but some of the information is outdated and has changed for &#039;&#039;&#039;Rebellion&#039;&#039;&#039;. According to the [https://onedrive.live.com/view.aspx?cid=4BB4BC0AAC3684C3&amp;amp;resid=4BB4BC0AAC3684C3!23712&amp;amp;app=WordPdf Sins Mod Set] you will need to copy the ENTIRE folder set from your SoaSE install directory or &#039;&#039;&#039;&#039;&#039;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&#039;&#039;&#039;&#039;&#039; to the created mod folder, then convert the files you wish to modify to text. Those which are not included will not be used by the game.&lt;br /&gt;
&lt;br /&gt;
For the original Entrenchment, Diplomacy expansions, and now Rebellion, you only have to include the files that you want to change and if you want to &amp;quot;remove&amp;quot; an original file you have to remove it from the entity manifest (which is explained in the documentation). Also note that it includes some [[Reference_Data|reference files]] which are outdated and you will need to create your own or download the [http://www.7-zip.org/ 7-z] archives for &#039;&#039;&#039;Rebellion&#039;&#039;&#039; that includes all current versions.&lt;br /&gt;
&lt;br /&gt;
Each faction can build a max of 9 [[:Category:Tactical_Structures|tactical structures]], 9 [[:Category:Logistic_Structures|logistical structures]], 1 [[:Category:Titans|titan class]], 9 [[:Category:Capitals|capital class]], 9 [[:Category:Frigates|frigate class]],and 9 [[:Category:Cruisers|cruiser class]], (&#039;&#039;note that frigates and cruisers are the same, but they are just shown on different places in the U.I.&#039;&#039;). You can also place tactical modules in a logistics slot and vice-versa. An entity can have a max of 5 different weapons. As far as it is known there isn&#039;t any limit on research levels.&lt;br /&gt;
&lt;br /&gt;
The first thing on a new modder&#039;s list should be the&amp;amp;nbsp;[[Developer_EXE|Developer.exe&#039;s]]. Weather you are starting to build a new mod or testing a downloaded mod this tool is very useful for finding errors and game testing. If you are not sure about the errors generated or you want to keep track of them you will want to [[Enable_Logging|enable logging]], then you can copy the information to paste into a thread in the [http://forums.sinsofasolarempire.com/forum/443 modding forum].&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Modding&amp;diff=6871</id>
		<title>Category:Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Modding&amp;diff=6871"/>
		<updated>2017-03-29T15:39:50Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The&amp;amp;nbsp;&#039;&#039;&#039;Forge Tools 3&#039;&#039;&#039;&amp;amp;nbsp;has modding documentation which is a good introduction, but some of the information is outdated and has changed for &#039;&#039;&#039;Rebellion&#039;&#039;&#039;. According to the [https://onedrive.live.com/view.aspx?cid=4BB4BC0AAC3684C3&amp;amp;resid=4BB4BC0AAC3684C3!23712&amp;amp;app=WordPdf Sins Mod Set] you will need to copy the ENTIRE folder set from your SoaSE install directory or &#039;&#039;&#039;&#039;&#039;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&#039;&#039;&#039;&#039;&#039; to the created mod folder, then convert the files you wish to modify to text. Those which are not included will not be used by the game.&lt;br /&gt;
&lt;br /&gt;
For the original Entrenchment, Diplomacy expansions, and now Rebellion, you only have to include the files that you want to change and if you want to &amp;quot;remove&amp;quot; an original file you have to remove it from the entity manifest (which is explained in the documentation). Also note that it includes some [[Reference_Data|reference files]] which are outdated and you will need to create your own or download the [http://www.7-zip.org/ 7-z] archives for &#039;&#039;&#039;Rebellion&#039;&#039;&#039; that includes all current versions.&lt;br /&gt;
&lt;br /&gt;
Each faction can build a max of 9 [[:Category:Tactical_Structures|tactical structures]], 9 [[:Category:Logistic_Structures|logistical structures]], 1 [[:Category:Titans|titan class]], 9 [[:Category:Capitals|capital class]], 9 [[:Category:Frigates|frigate class]],and 9 [[:Category:Cruisers|cruiser class]], (&#039;&#039;note that frigates and cruisers are the same, but they are just shown on different places in the U.I.&#039;&#039;). You can also place tactical modules in a logistics slot and vice-versa. An entity can have a max of 5 different weapons. As far as it is known there isn&#039;t any limit on research levels.&lt;br /&gt;
&lt;br /&gt;
The first thing on a new modder&#039;s list should be the&amp;amp;nbsp;[[Developer_EXE|Developer.exe&#039;s]]. Weather you are starting to build a new mod or testing a downloaded mod this tool is very useful for finding errors and game testing. If you are not sure about the errors generated or you want to keep track of them you will want to&amp;amp;nbsp;[[Enable_Logging|Enable_Logging]], then you can copy the information to paste into a thread in the [http://forums.sinsofasolarempire.com/forum/443 modding forum].&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Titans&amp;diff=6861</id>
		<title>Category:Titans</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Titans&amp;diff=6861"/>
		<updated>2017-03-29T04:21:25Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; Titans are a new type of ship added in the upcoming stand-alone expansion pack Sins of a Solar Empire: Rebellion. These monsters dwarf Capital Ships in size and armament, and...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Titans are a new type of ship added in the upcoming stand-alone expansion pack Sins of a Solar Empire: Rebellion. These monsters dwarf Capital Ships in size and armament, and are capable of wiping out entire fleets on their own. Not much else is known about these new behemoths. They are theoretically a late game vessel; though, at the cost of economy and fleet diversity it is possible to field them in the early-mid game.&lt;br /&gt;
&lt;br /&gt;
The titans embody the strengths and weaknesses of their factions. The TEC Titans are big utilitarian weapon platforms and made for frontline combat and either sport huge firepower or considerable survivability. The Advent Titans are massive and elegant space idols loaded with powerful situational abilities which greatly increase the threat of Advent fleets. The utility of the Advent Titan&#039;s make up for their diminished survivability. The Vasari Titans have not been reveled in their final state yet, but appear to lend themselves to powerful all in late game conquest strategies.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Ragnarov_Titan&amp;diff=6851</id>
		<title>Ragnarov Titan</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Ragnarov_Titan&amp;diff=6851"/>
		<updated>2017-03-29T04:18:37Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; Ragnarov Titan  category creating stub  &amp;amp;nbsp;  &amp;amp;nbsp;  Category:ShipsCategory:Titans&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Ragnarov Titan&lt;br /&gt;
&lt;br /&gt;
category creating stub&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]][[Category:Titans]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Ship_Types&amp;diff=6841</id>
		<title>Ship Types</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Ship_Types&amp;diff=6841"/>
		<updated>2017-03-29T04:15:22Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{HeaderTemplate&lt;br /&gt;
| welcome = [[File:Sinswiki banner shiptypes.jpg]]}}&lt;br /&gt;
&lt;br /&gt;
There are six main types of ships in Sins of a Solar Empire. [[Strike_Craft|Strike Craft]] are the smallest ships and must be carried into battle by larger ships. [[Frigate|Frigates]] are the most common ships that fulfill a variety of functions from scouting to colonization. [[Cruiser|Cruisers]] are larger than frigates and perform more specific roles such as carrying strike craft, supporting fleet operations, or direct heavy assault. [[Capital_Ship|Capital Ships]] were the largest and most powerful ships, until the addition of Titans, but are very expensive; they can be upgraded in level with a maximum level of 10, making them superior to all vessels within their respective fleet.&lt;br /&gt;
&lt;br /&gt;
In the Sins of a Solar Empire: Entrenchment micro-expansion, [[Starbase|Starbases]] are the largest and most powerful military structures, but are extremely expensive, while [[Anti-Structure_Cruiser|Anti-Structure Cruisers]] provide the firepower to counter Starbases, and [[Mines|Mines]] change the shape of the battlefield.&lt;br /&gt;
&lt;br /&gt;
In the Sins of a Solar Empire: Diplomacy micro-expansion, [[Envoy_Cruiser|Envoy Cruisers]] expanded the diplomacy aspect. Each of the three factions possesses a unique set of ships, but they all fulfill the same general roles, however, unique ships appear in the two micro-expansions.&lt;br /&gt;
&lt;br /&gt;
In the Sins of a Solar Empire: Rebellion stand-alone expansion, [[Titan|Titans]] have become the largest and most powerful ships, dwarfing any known ship, and [[Corvette_Corvettes|Corvette Corvettes]] bridge the gap between Strike Craft and Frigates. The three factions have fractured into Loyalist and Rebel camps, that have their own variants of the Titans and Corvettes. Each core faction also gained a new capital ship.&lt;br /&gt;
&lt;br /&gt;
This page describes which types of ship are effective against which other types, but for a quick overview, see [[Counters|Counters]].&lt;br /&gt;
&lt;br /&gt;
== Strike Craft ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Strike_Craft|Strike Craft]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Strike Craft are carried into battle by larger ships or deployed from planetary defense hangars. They are free to build and difficult for other ships to destroy. The two types of strike craft are fighters and bombers. It should be noted that in Entrenchment, the designs for the strike craft were overhauled (TEC Bomber, Advent Bomber, Vasari Bomber, etc.).&lt;br /&gt;
&lt;br /&gt;
=== Fighters= ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Fighter|Fighter]]&#039;&#039; Fighters move quickly, engage targets with precision weapons, and will utterly destroy bomber squadrons. They are extremely vulnerable to enemy [[Anti-Strike_Craft_Frigate|flak frigates}. Generally, they are quite ineffective against ships with anything other than light armor.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[TEC_Fighter|TEC Fighter]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Advent_Fighter|Advent Fighter]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;:[[Vasari_Fighter|Vasari Fighter]] &lt;br /&gt;
&lt;br /&gt;
=== Bombers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Bomber|Bomber]]&#039;&#039; Bombers are slower than fighters and vulnerable to fighter attack, but they carry powerful munitions designed to destroy large ships and structures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[TEC_Bomber|TEC Bomber]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Advent_Bomber|Advent Bomber]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Vasari_Bomber|Vasari Bomber]] &lt;br /&gt;
&lt;br /&gt;
== Corvettes ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Corvette|Corvette]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Corvettes are small cheap multi-purpose fighters that are produced enmasse. They have a special niche of being able to debuff enemy ships and also serve as a core fleet unit within the early game. Their usefulness will, however, fall off once flak weaponry is deployed. Due to their mobility and speed they can also function as a pseudo scout.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]] [[Loyalist|Loyalist]]&#039;&#039;&#039;: Shriken Corvette]] &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]] [[Rebel|Rebel]]&#039;&#039;&#039;: [[Stilat_Corvette|Stilat Corvette]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]] [[Loyalist|Loyalist]]&#039;&#039;&#039;: [[Acolyte_Corvette|Acolyte Corvette]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]] [[Rebel|Rebel]]&#039;&#039;&#039;: [[Vespa_Corvette|Vespa Corvette]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]] [[Loyalist|Loyalist]]&#039;&#039;&#039;: [[Tosurak_Corvette|Tosurak Corvette]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]] [[Rebel|Rebel]]&#039;&#039;&#039;: [[Sulsurak_Corvette|Sulsurak Corvette]] &lt;br /&gt;
&lt;br /&gt;
== Frigates ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Frigate|Frigate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Frigates are the small, cheap workhorses of every fleet. A well-balanced armada is likely to be numerically dominated by specialized frigates, which may be used as scouts, skirmishers, colonization ships, and anti-fighter escorts. Frigates are built at [[Frigate_Factory|Frigate Factories]].&lt;br /&gt;
&lt;br /&gt;
There are six different types of frigates.&lt;br /&gt;
&lt;br /&gt;
=== Scout Frigates ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Scout_Frigate|Scout Frigate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These frigates are used to scout out planets and harass enemy supply lines later in the game. All scout frigates have the [[Explore|Explore]] ability which can be activated to automate exploration. Although weak individually, scouts are very inexpensive to build and in sufficient numbers are actually respectable combat units. Be sure to turn on auto-attack if you want to use them in combat. With the deployment of [[Mines|Mines]], these frigates gained the [[Reveal_Mines|Reveal Mines]] ability to counter them.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (200% damage from Scout Frigates and Fighters; 75% damage from Light Frigates, Siege Frigates, and Support Cruisers; 50% damage from Bombers; 75% damage from Capital Ships; full damage from everything else) &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Anti-Light (200% damage to Bombers, Siege Frigates, Long Range Frigates, Colonization Frigates, and Construction Frigates; 50% damage to Light Frigates, Anti-Strike Craft Frigates, Support Cruisers, Light Carriers and Capital Ships; full damage to Fighters). &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Arcova_Scout_Frigate|Arcova Scout Frigate]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Seeker_Vessel|Seeker Vessel]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Jikara_Navigator|Jikara Navigator]] &lt;br /&gt;
&lt;br /&gt;
=== Light Frigates ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Light_Frigate|Light Frigate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For newer players, these frigates form the backbone of an early game fleet. A good balance of cost, speed, survivability and firepower, light frigates are a cost effective method for adding to fleet firepower. However, be careful when using them, especially in the early-game, because they are extremely vulnurable to enemy Long Range Frigates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Medium (25% damage from Fighters and Anti-Strike Craft Frigates; 50% damage from Bombers; 150% damage from Assault Frigates; and full damage from Siege Frigates, Support Cruisers, and other Light Frigates) &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Anti-Heavy (75% damage to Siege Frigates, Long Range Frigates, Colonization Frigates, and Construction Frigates; 125% damage against Support Cruisers, Light Carriers, and Anti-Strike Craft Frigates; and full damage to everything else) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Cobalt_Light_Frigate|Cobalt Light Frigate]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Disciple_Vessel|Disciple Vessel]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Ravastra_Skirmisher|Ravastra Skirmisher]] &lt;br /&gt;
&lt;br /&gt;
=== Long Range Frigates ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Long_Range_Frigate|Long Range Frigate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These frigates sacrifice survivability for additional range and firepower. They are typically used to take out stationary enemy defenses or to augment fleet firepower. Although fragile, they can do substantial amounts of damage in large numbers, and are usually the combat frigate of choice in the early-game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (200% damage from Scout Frigates and Fighters; 75% damage from Light Frigates, Siege Frigates, and Support Cruisers; 50% damage from Bombers; 75% damage from Capital Ships; full damage from everything else) &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Anti-Medium (150% damage to Light Frigates; 75% damage to Support Cruisers, Light Carriers, and Heavy Combat Cruisers) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Javelis_LRM_Frigate|Javelis LRM Frigate]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Illuminator_Vessel|Illuminator Vessel]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Kanrak_Assailant|Kanrak Assailant]] &lt;br /&gt;
&lt;br /&gt;
=== Siege Frigates ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Siege_Frigate|Siege Frigate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These frigates are used to bombard planets, killing population, damaging the planet infrastructure and eventually wiping out the colony entirely. Siege frigates are not effective against other ships and need to be properly escorted to be effective.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (200% damage from Scout Frigates and Fighters; 75% damage from Light Frigates, Siege Frigates, and Support Cruisers; 50% damage from Bombers; 75% damage from Capital Ships; full damage from everything else) &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Anti-Heavy (75% damage to Siege Frigates, Long Range Frigates, Colonization Frigates, and Construction Frigates; 125% damage against Support Cruisers, Light Carriers, and Anti-Strike Craft Frigates; and full damage to everything else) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Krosov_Siege_Frigate|Krosov Siege Frigate]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Purge_Vessel|Purge Vessel]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Karrastra_Destructor|Karrastra Destructor]] &lt;br /&gt;
&lt;br /&gt;
=== Anti-Strike Craft Frigates ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Anti-Strike_Craft_Frigate|Anti-Strike Craft Frigate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These frigates are used to counter enemy fighter and bomber squadrons, and to counter enemy long range frigates. Although they do not excel at other types of combat, they are capable of enduring large amounts of damage from other frigates.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (25% damage from Anti-Strike Craft Frigates, Fighters, Colonization Frigates, and Scout Frigates; 75% damage from Long Range Frigates; 125% damage from Light Frigates, Support Cruisers, and Siege Vessels; 50% damage from Bombers; 125% damage from Heavy Combat Cruisers; and full damage from capital ships) &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Anti-Very Light (125% damage to Fighters; 50% damage to Heavy Combat Cruisers; 25% damage to capital ships; and full damage to everything else) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Garda_Flak_Frigate|Garda Flak Frigate]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Defense_Vessel|Defense Vessel]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Junsurak_Sentinel|Junsurak Sentinel]] &lt;br /&gt;
&lt;br /&gt;
=== Colony Frigates ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Colony_Frigate|Colony Frigate]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These frigates are used to form new colonies. All colony frigates have the [[Colonize|Colonize]] ability. They are rather weak and while not unarmed, do not excel in combat.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (200% damage from Scout Frigates and Fighters; 75% damage from Light Frigates, Siege Frigates, and Support Cruisers; 50% damage from Bombers; 75% damage from Capital Ships; full damage from everything else) &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Anti-Light (200% damage to Bombers, Siege Frigates, Long Range Frigates, Colonization Frigates, and Construction Frigates; 25% damage to Light Frigates, Anti-Strike Craft Frigates, Support Cruisers, and Light Carriers); and full damage to Fighters &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Protev_Colony_Frigate|Protev Colony Frigate]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Missionary_Vessel|Missionary Vessel]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Jarun_Migrator|Jarun Migrator]] &lt;br /&gt;
&lt;br /&gt;
== Cruisers ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Cruiser|Cruiser]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cruisers are larger than frigates, but not nearly as large as capital ships. They&#039;re also generally more expensive. While some cruisers are designed strictly for combat, others may carry fighter and bomber squadrons into battle or provide fleet support capabilities through indirect abilities. Cruisers are built at [[Frigate_Factory|Frigate Factories]] (once their design has been researched).&lt;br /&gt;
&lt;br /&gt;
There are four types of cruisers.&lt;br /&gt;
&lt;br /&gt;
=== Squadron Support Cruisers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Squadron_Support_Cruiser|Squadron Support Cruiser]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These cruisers carry squadrons of strike craft into battle. Being somewhat fragile and possessing no other armaments besides the strike craft they carry, these cruisers are vulnerable to attack by other ships unless properly escorted. They are weakest against the fast and powerful [[Light_frigate|light frigate]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (25% damage from Anti-Strike Craft Frigates, Fighters, Colonization Frigates, and Scout Frigates; 75% damage from Long Range Frigates; 125% damage from Light Frigates, Support Cruisers, and Siege Vessels; 50% damage from Bombers; 125% damage from Heavy Combat Cruisers; and full damage from capital ships) &lt;br /&gt;
*&#039;&#039;&#039;Damage (Fighter Squadron)&#039;&#039;&#039;: Anti-Light (200% damage to Bombers, Siege Frigates, Long Range Frigates, Colonization Frigates, and Construction Frigates; 25% damage to Light Frigates, Anti-Strike Craft Frigates, Support Cruisers, and Light Carriers); and full damage to Fighters) &lt;br /&gt;
*&#039;&#039;&#039;Damage (Bomber Squadron)&#039;&#039;&#039;: Anti-Very Heavy (50% damage to Fighters, Scout Frigates, Colonization Frigates, Siege Frigates, Construction Frigates, Long Range Frigates, Light Frigates, Support Cruisers, Anti-Strike Craft Frigates, and Light Carriers; full damage to Heavy Combat Cruisers) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Percheron_Light_Carrier|Percheron Light Carrier]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Aeria_Drone_Host|Aeria Drone Host]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Lasurak_Transporter|Lasurak Transporter]] &lt;br /&gt;
&lt;br /&gt;
=== Offensive Support CruisersEdit ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Offensive_Support_Cruiser|Offensive Support Cruiser]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These cruisers have abilities that vary greatly among the three factions but generally augment the offensive capabilities of a fleet. They are weakest against the [[Light_frigate|light frigate]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (25% damage from Anti-Strike Craft Frigates, Fighters, Colonization Frigates, and Scout Frigates; 75% damage from Long Range Frigates; 125% damage from Light Frigates, Support Cruisers, and Siege Vessels; 50% damage from Bombers; 125% damage from Heavy Combat Cruisers; and full damage from capital ships) &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Anti-Heavy (75% damage to Siege Frigates, Long Range Frigates, Colonization Frigates, and Construction Frigates; 125% damage against Support Cruisers, Light Carriers, and Anti-Strike Craft Frigates; and full damage to everything else) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Cielo_Command_Cruiser|Cielo Command Cruiser]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Domina_Subjugator|Domina Subjugator]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Stilakus_Subverter|Stilakus Subverter]] &lt;br /&gt;
&lt;br /&gt;
=== Defensive Support Cruisers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Defensive_Support_Cruiser|Defensive Support Cruiser]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These cruisers have abilities that vary greatly among the three factions but generally augment the defensive capabilities of a fleet.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (25% damage from Anti-Strike Craft Frigates, Fighters, Colonization Frigates, and Scout Frigates; 75% damage from Long Range Frigates; 125% damage from Light Frigates, Support Cruisers, and Siege Vessels; 50% damage from Bombers; 125% damage from Heavy Combat Cruisers; and full damage from capital ships) &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Anti-Heavy (75% damage to Siege Frigates, Long Range Frigates, Colonization Frigates, and Construction Frigates; 125% damage against Support Cruisers, Light Carriers, and Anti-Strike Craft Frigates; and full damage to everything else) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Hoshiko_Robotics_Cruiser|Hoshiko Robotics Cruiser]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Iconus_Guardian|Iconus Guardian]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Serevun_Overseer|Serevun Overseer]] &lt;br /&gt;
&lt;br /&gt;
=== Heavy Combat Cruisers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Heavy_Combat_Cruiser|Heavy Combat Cruiser]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The outright most powerful cruisers in any faction before capital ships. They are very well armed and quite durable. They sometimes form the backbone of late game fleets and can easily defeat any other non-capital ship in single combat, although are very vulnerable to [[Bomber|bombers]].&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Very Heavy (25% damage from Fighters, Colonization Frigates, Scout Frigates, and Anti-Strike Craft Frigates; 75% damage from Long Range Frigates; 50% damage from Siege Frigates, Light Frigates, and Support cruisers; and full damage from Bombers and Capital Ships) &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Composite (150% damage to Scout Frigates, Colonization Frigates, Siege Frigates, Construction Frigates and Long Range Frigates; 125% damage to Support Cruisers, Light Carriers, and Anti-Strike Craft Frigates; and full damage to capital ships and Light Frigates) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Kodiak_Heavy_Cruiser|Kodiak Heavy Cruiser]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Destra_Crusader|Destra Crusader]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Skarovas_Enforcer|Skarovas Enforcer]] &lt;br /&gt;
&lt;br /&gt;
Two additional types of cruisers were added in Sins of a Solar Empire: Entrenchment.&lt;br /&gt;
&lt;br /&gt;
=== Starbase Construction Cruisers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: Starbase Construction Cruiser&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This cruiser is used to build a starbase and is consumed by the action. The Vasari have no specialized ship for this role, depending instead on the Jarun Migrator.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: The armor of this ship is extremely weak, so it can not take a beating. &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: This ship has no weapons. &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Raloz_Heavy_Constructor|Raloz Heavy Constructor]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Talion_Savior|Talion Savior]] &lt;br /&gt;
&lt;br /&gt;
=== Anti-Structure Cruisers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Anti-Structure_Cruiser|Anti-Structure Cruiser]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This class of cruiser excels at attacking structures. It delivers an impressive amount of damage and has a long range so that most structures cannot fight back, but is vulnerable to counterattacks from ships or strike craft.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Light (200% damage from Scout Frigates and Fighters; 75% damage from Light Frigates, Siege Frigates, and Support Cruisers; 50% damage from Bombers; 75% damage from Capital Ships; full damage from everything else) &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Anti-Module (25% damage to Very Light (Fighters) and Light Armor (Scout, Colony, Siege, and Long Range Frigates), 50% damage to Medium Armor (Light Frigates), 75% damage to Heavy Armor (Anti-Strike Craft Frigates, Light Carriers, Offensive and Defensive support Cruisers), 100% (full) damage to Very Heavy (Heavy Combat Cruisers) and Capital Armor, and 200% damage to Module Armor (Structures). &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Ogrov_Torpedo_Cruiser|Ogrov Torpedo Cruiser]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Solanus_Adjudicator|Solanus Adjudicator]] &lt;br /&gt;
&lt;br /&gt;
An additional type of cruiser was added in Sins of a Solar Empire: Diplomacy.&lt;br /&gt;
&lt;br /&gt;
=== Envoy Cruisers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Envoy_Cruiser|Envoy Cruiser]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This cruiser is used to improve relations with other empires. They posses no offensive weaponery to speak of and very modest defenses at most, so it is best to ensure they vessels are kept out of harms way.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: The armor of this ship is extremely weak, so it can not take a beating. &lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: This ship has no weapons. &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Neruda_Envoy_Cruiser|Neruda Envoy Cruiser]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Herald_Envoy|Herald Envoy]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Voruntak_Envoy|Voruntak Envoy]] &lt;br /&gt;
&lt;br /&gt;
== Capital Ships ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Capital_Ship|Capital Ship]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Capital Ships are the largest, most expensive ships you can build. All capital ships are well armed and well shielded, able to effectively fight smaller ships and if micromanaged properly or they are at a high enough level other Capital Ships, even when outnumbered. Capital Ships also possess the ability to bombard enemy colonies, much like [[Siege_Frigate|Siege Frigates]]. Although versatile and powerful, most capital ships will be defeated by overwhelming numbers of smaller units, so it&#039;s usually a bad idea send them into battle alone without a supporting fleet. However fully upgraded Capital Ships even alone possess a significant threat to smaller ships and other Capital Ships.&lt;br /&gt;
&lt;br /&gt;
Capital Ships are the only ships that gain experience and level up, until the addition of [[Titan|Titans]] in Sins of a Solar Empire: Rebellion, gaining new abilities and becoming substantially more powerful in the process. Capital Ships also gain the ability to host additional squadrons of fighters and bombers as they level up. All Capital Ships reach their pinnacle experience at level 10. Capital Ships are built at [[Capital_Ship_Factory|Capital Ship Factories]].&lt;br /&gt;
&lt;br /&gt;
There are five different types of capital ships.&lt;br /&gt;
&lt;br /&gt;
=== Battleships ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Battleship|Battleship]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The battleship is the strongest combat ship in the fleet, typically with a great deal of survivability and high damage output. They often lack the utility of other capital ships, but their need to be on the front lines makes them relatively easy to pick on. This ship has great damage and health, but a low number (2 MAX) Strike Craft slots. These ships lead any fleet into battle so they are at the front of a fleet. Battleships are very vulnerable to carrier capital ships, and as such are extremely risky when chosen as your first capital ship.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Capital Ship (25% damage to Fighters; 75% damage to Scout Frigates, Colonization Frigates, Long Range Frigates, and Bombers; and full damage to all other ships) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Kol_Battleship|Kol Battleship]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Radiance_Battleship|Radiance Battleship]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Kortul_Devastator|Kortul Devastator]] &lt;br /&gt;
&lt;br /&gt;
=== Carriers ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Carrier|Carrier]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The carrier has the most squadrons available out of any capital ship. Although they lack the firepower and durability of the Battleship, the damage output of their combined squadrons dwarfs any other capital ship, and their ability to deploy those squadrons from anywhere in the gravity well makes them the hardest to kill since they don&#039;t need to stay in combat. Carriers are the most powerful capital ships for their overall damage output thanks to their squads, and they are a highly favorable choice as first capital ship.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Capital Ship (25% damage to Fighters; 75% damage to Scout Frigates, Colonization Frigates, Long Range Frigates, and Bombers; and full damage to all other ships) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Sova_Carrier|Sova Carrier]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Halcyon_Carrier|Halcyon Carrier]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Skirantra_Carrier|Skirantra Carrier]] &lt;br /&gt;
&lt;br /&gt;
=== Motherships ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Mothership|Mothership]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The mothership sacrifices some combat abilities for the ability to colonize planets. This is an immense economic advantage (more than it first appears) and it makes motherships an ideal choice for your first capital ship. Though the description accurately notes that the ship has somewhat compromised combat abilities, it does get a strike craft squadron, and it means not having to worry about colony frigates, which are slow, vulnerable, easy targets for the enemy, and perpetually low on antimatter. Because they are slower than other types of capital ships, many players choose to send their motherships away from their main fleet in the late game, since they&#039;re virtually sitting ducks. If you do bring them into a fleet battle, ensure they are well protected.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Capital Ship (25% damage to Fighters; 75% damage to Scout Frigates, Colonization Frigates, Long Range Frigates, and Bombers; and full damage to all other ships) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Akkan_Battlecruiser|Akkan Battlecruiser]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Progenitor_Mothership|Progenitor Mothership]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Jarrasul_Evacuator|Jarrasul Evacuator]] &lt;br /&gt;
&lt;br /&gt;
=== Support Ships ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Support_Ship|Support Ship]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The support ship sacrifices survivability and combat prowess to augment its surrounding fleet and disrupt the enemy fleet. Support capital ships need lots of antimatter to fuel their abilities, which are their only strength since they have pathetic combat damage and few squads. This means you should only build them when you have a large fleet already assembled, and preferably have already researched antimatter regeneration upgrades. Their lack of direct combat utility means that support capital ships probably shouldn&#039;t be considered until mid-game, if not late-game.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage: Capital Ship (25% damage to Fighters; 75% damage to Scout Frigates, Colonization Frigates, Long Range Frigates, and Bombers; and full damage to all other ships)&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Dunov_Battlecruiser|Dunov Battlecruiser]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Rapture_Battlecruiser|Rapture Battlecruiser]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Antorak_Marauder|Antorak Marauder]] &lt;br /&gt;
&lt;br /&gt;
=== Heavy Assault Ships ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Heavy_Assault_Ship|Heavy Assault Ship]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The heavy assault ship sacrifices mobility and survivability for very powerful offensive capabilities. The Heavy Assault Ship is also the only capital ship that specializes in planetary bombardment. The Revelation is a little odd, and aside from its high bombard damage it plays more similarly to a support capital ship. Otherwise the Marza and Vulkoras are highly comparable to battleship capital ships. The Revelation does not specialize in Planetary bombardment but instead fills a Fleet enhancement and combat Capital Ship.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Capital Ship (25% damage to Fighters; 75% damage to Scout Frigates, Colonization Frigates, Long Range Frigates, and Bombers; and full damage to all other ships) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Marza_Dreadnought|Marza Dreadnought]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Revelation_Battlecruiser|Revelation Battlecruiser]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Vulkoras_Desolator|Vulkoras Desolator]] &lt;br /&gt;
&lt;br /&gt;
=== Unique Capital Ships ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Unique_Capital_Ship|Unique Capital Ship]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A unique type of capital ship for each faction was added in the stand-alone expansion pack Sins of a Solar Empire: Rebellion. They all serve in a particular niche to help strenghten their fleets. The Corsev functions as a mix between support ship and battleship that boards enemy ships. The Discord functions as an AoE Battleship that leads Advent forces into battle. The Rankulas uses a bunch of nanite swarms for multiple purposes such as healing allied ships or damaging enemy ships and structures.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Damage&#039;&#039;&#039;: Capital Ship (25% damage to Fighters; 75% damage to Scout Frigates, Colonization Frigates, Long Range Frigates, and Bombers; and full damage to all other ships) &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Corsev_Battlecruiser|Corsev Battlecruiser]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Discord_Battleship|Discord Battleship]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Rankulas_Battleship|Rankulas Battleship]] &lt;br /&gt;
&lt;br /&gt;
== Titans ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Titan|Titan]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titans are a new type of ship added in the upcoming stand-alone expansion pack Sins of a Solar Empire: Rebellion. These monsters dwarf Capital Ships in size and armament, and are capable of wiping out entire fleets on their own. Not much else is known about these new behemoths. They are theoretically a late game vessel; though, at the cost of economy and fleet diversity it is possible to field them in the early-mid game . The titans embody the strengths and weaknesses of their factions. The TEC Titans are big utilitarian weapon platforms and made for frontline combat and either sport huge firepower or considerable survivability. The Advent Titans are massive and elegant space idols loaded with powerful situational abilities which greatly increase the threat of Advent fleets. The utility of the Advent Titan&#039;s make up for their diminished survivability. The Vasari Titans have not been reveled in their final state yet, but appear to lend themselves to powerful all in late game conquest strategies.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]] [[Loyalist|Loyalist]]&#039;&#039;&#039;: [[Ankylon_Titan|Ankylon Titan]] &lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]] [[Rebel|Rebel]]&#039;&#039;&#039;: [[Ragnarov_Titan|Ragnarov Titan]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]] [[Loyalist|Loyalist]]&#039;&#039;&#039;: [[Coronata_Titan|Coronata Titan]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]] [[Rebel|Rebel]]&#039;&#039;&#039;: [[Eradica_Titan|Eradica Titan]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]] [[Loyalist|Loyalist]]&#039;&#039;&#039;: [[Vorastra_Titan|Vorastra Titan]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]] [[Rebel|Rebel]]&#039;&#039;&#039;: [[Kultorask_Titan|Kultorask Titan]] &lt;br /&gt;
&lt;br /&gt;
== Other Ships ==&lt;br /&gt;
&lt;br /&gt;
=== Construction ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Construction_Ship|Construction Ship]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These ships build orbital structures at colonies that you control. They automatically build structures queued from the colony itself, but can be given orders to manually build structures as well.. Along with their normal construction abilities they can also deconstruct structures belonging to an enemy player around newly colonized/conquered planets. They cannot leave the gravity well in which they are automatically created.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[LEV_Construction_Frigate|LEV Construction Frigate]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Assembly_Drone|Assembly Drone]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Junra_Fabricator|Junra Fabricator]] &lt;br /&gt;
&lt;br /&gt;
=== Refinery ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Orbital_Refinery|Orbital Refinery]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These ships automatically travel between refineries and generate additional metal and crystal for an empire. They cannot be given orders and are automatically created. Note that the Advent do not have Refineries, hence no Refinery Ships.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[TEC_Refinery_ship|TEC Refinery ship]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Vasari_Refinery_ship|Vasari Refinery ship]] &lt;br /&gt;
&lt;br /&gt;
=== Trade ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Trade_Port|Trade Port]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These ships automatically travel between trade outposts and generate credits for an empire. They cannot be given orders and are automatically created.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[TEC_Trade_ship|TEC Trade ship]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Advent_Trade_Drone|Advent Trade Drone]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Vasari_Trade_ship|Vasari Trade ship]] &lt;br /&gt;
&lt;br /&gt;
=== Minelayer ===&lt;br /&gt;
&lt;br /&gt;
An oddity among oddities, the [[Sivuskras_Ruiner|Sivuskras Ruiner]] is the game&#039;s sole mine-laying ship in Sins of a Solar Empire: Entrenchment. As its name implies, it does not attack directly, but instead can lay [[Mines|mines]] wherever it chooses, even at Stars or Wormholes. The [[Advent|Advent]]&#039;s [[Aeria_Drone_Host|Aeria Drone Host]] and [[Hangar_Defense|Hangar Defense]] gets this capability with its unique [[Homing_Mines|Homing Mines]] that can be stowed aboard the carriers or in the hangar, while the [[TEC|TEC]] must rely on the [[LEV_Construction_Frigate|LEV Construction Frigate]] to construct [[Proximity_Mines|Proximity Mines]] only in orbit of TEC planets.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Armor&#039;&#039;&#039;: Heavy (25% damage from Anti-Strike Craft Frigates, Fighters, Colonization Frigates, and Scout Frigates; 75% damage from Long Range Frigates; 125% damage from Light Frigates, Support Cruisers, and Siege Vessels; 50% damage from Bombers; 125% damage from Heavy Combat Cruisers; and full damage from capital ships) &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Sivuskras_Ruiner|Sivuskras Ruiner]] &lt;br /&gt;
&lt;br /&gt;
== Starbases ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Starbase|Starbase]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Starbase is a unit type added in Sins of a Solar Empire: Entrenchment. The base cost of a Starbase is comparable to that of a Capital Ship.&lt;br /&gt;
&lt;br /&gt;
To build a starbase, you need a special cruiser, whose sole purpose is to build a starbase. The exception to this are the [[Vasari|Vasari]], who use the [[Jarun_Migrator|Jarun Migrator]] instead to build a starbase. The cruiser/colony ship is lost permanently when the starbase finishes building or is destroyed before it is built.&lt;br /&gt;
&lt;br /&gt;
You can build a starbase at any planet, however, you can only have one per planet, and only four per star. The exceptions to this are for [[TEC|TEC]] [[Loyalists|Loyalists]] in Sins of a Solar Empire: Rebellion, who can research [[Twin_Fortresses|Twin Fortresses]], which allows them to have two starbases at planets, and five at stars. Unlike ships, a starbase does not require [[Fleet_Supply|Fleet Supply]]. The construction cruiser/colony ship does take up supply, but it will be returned once the construction finishes or is interrupted by destruction.&lt;br /&gt;
&lt;br /&gt;
Starbases have 8 module slots, which can be filled in whatever way the user sees fit. Each module has a resource cost and many have some research that has to be done first before you can build them.&lt;br /&gt;
&lt;br /&gt;
Like capital ships, a starbase has a name and the name can be changed.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[TEC|TEC]]&#039;&#039;&#039;: [[Argonev_Star_Base|Argonev Star Base]] &lt;br /&gt;
*&#039;&#039;&#039;[[Advent|Advent]]&#039;&#039;&#039;: [[Transcencia_Star_Base|Transcencia Star Base]] &lt;br /&gt;
*&#039;&#039;&#039;[[Vasari|Vasari]]&#039;&#039;&#039;: [[Orkulus_Star_Base|Orkulus Star Base]] &lt;br /&gt;
&lt;br /&gt;
== Development ==&lt;br /&gt;
&lt;br /&gt;
There have been numerous changes to the ships during the patches. For simplicity&#039;s sake, the ones that apply to all of them are listed here.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch 1.02:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All Siege Frigates (i.e., Krosov Siege Frigates, Purge Vessels, and Karrastra Destructors) have had their survivability decreased. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch 1.03:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All Siege Frigates have had their survivability further reduced by 20%. In addition, they have become 25% more costly to build, and now require 15 supply as opposed to 12. &lt;br /&gt;
*The autocasting of many ship-disabling abilities was improved. &lt;br /&gt;
*Ships can no longer attack unbuilt structures. &lt;br /&gt;
*All Long-Range Frigates (i.e., Javelis LRM Frigates, Illuminator Vessels, and Kanrak Assailants) have had their Credit costs increased 10%, their resource costs increased 20%, and their range increased by 30%. Additionally, Illuminators and Assailants were tweaked so their survivability was proportional to the Javelis&#039; on a per-supply basis. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch 1.04:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The previous Siege frigate build cost has been reduced by 15%. All other changes from 1.03 remain as they are. &lt;br /&gt;
*All &amp;quot;Mothership&amp;quot;-type Capital Ships (i.e., Akkan Battlecruisers, Progenitor Motherships, and Jarrasul Evacuators) have had their speed increased from 400 to 475. All other Capital ships have had their speed increased from 500 to 525. &lt;br /&gt;
*All Long-Range Frigates have had their acceleration reduced from 200 to 150, their max speed reduced from 800 to 500, and their ranges decreased from 130% to 115% (in relation to Patch 1.02). &lt;br /&gt;
*The Anti-Very Light attack (used by Anti-Strike Craft Frigates) chance to hit Bombers has been reduced from 85% to 75%. In addition, the damage dealt to ships with &amp;quot;Light&amp;quot; armor has been reduced from 100% to 75%. &lt;br /&gt;
*All Carriers (i.e., Percheron Light Carriers, Aeria Drone Hosts, and Lasurak Transporters) have had their costs reduced slightly. &lt;br /&gt;
*Strike Craft had an issue of being able to launch when they should&#039;ve been grounded. This was fixed in this patch. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch 1.1:&#039;&#039;&#039; So many it had to be split into two sections so you could read a bit easier.&lt;br /&gt;
&lt;br /&gt;
=== Ships and Strike Craft ===&lt;br /&gt;
&lt;br /&gt;
*All Frigates and Cruisers now spawn with full antimatter pools. &lt;br /&gt;
*All ships that deal Anti-Light damage (Scout Frigates, Colony Frigates, and Fighters) have had their damage against Capital Ship, Medium, Heavy and Very-Heavy armor types increased from 25% to 50%. &lt;br /&gt;
*All Carrier Cruisers have been tweaked to have 2-3 squadrons; additionally, they are relatively less expensive per squadron. &lt;br /&gt;
*All ships that deal Anti-Very Light damage (Anti-Strike Craft Frigates) have had their damage against Capital Ship, Medium, Heavy and Very-Heavy armor types increased from 25% to 50%. &lt;br /&gt;
*All ships that deal &amp;quot;Composite&amp;quot; damage (Heavy Combat Cruisers) have had their damage to Medium armor increased from 100% to 125%. Their damage against Heavy armor has also decreased from 125% to 100%. &lt;br /&gt;
*All ships that deal Anti-Heavy damage (Light Frigates, Siege Frigates, and Offensive and Defensive Support Cruisers) have had their damage against Heavy armor increased from 125% to 150%. &lt;br /&gt;
*There was a bug that sometimes made Capital Ships unable to get squadrons. This was fixed in the patch. &lt;br /&gt;
*All ships that own squadrons (Capitals and Carrier Cruisers) will now attempt to build strike craft in all non-full squadrons, rather than just one squadron per type it supports. This addresses the situation where squadron owners having all squadrons of the same type were losing &amp;quot;production efficiency&amp;quot; as opposed to those having both fighter and bomber squadrons. This should also improve construction for squad owners w/2+ squads (i.e., most high-level Capital Ships). &lt;br /&gt;
*Players encountered a bug where they could see the weapon ranges of ships not yet detected. This was fixed in the patch. &lt;br /&gt;
*Players also discovered an exploit where they could build too many squadrons. This was also fixed in the patch. &lt;br /&gt;
*All Strike Craft now require 20% less antimatter for construction than they did previously, but also take about 10% longer to build for balance. They also offer 33% less experience to Capitals when destroyed, and will dock or stay docked when they&#039;re not supposed to be launched. &lt;br /&gt;
*All Anti-Strike Craft frigates have had their DPS reduced by 25% (in relation to Patch 1.05). Additionally, their attack range has been increased slightly from 3000 to 3250. &lt;br /&gt;
*There was a glitch where ships in fleets would attempt to return to their rally points at particularly bad times. This was fixed in the patch. &lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
*Abilities may now require resources to use instead of antimatter. &lt;br /&gt;
*Buffs will be removed from targets if ownership changes hands. &lt;br /&gt;
*Targeted channeling abilities that should stop when their target&#039;s ownership becomes friendly, neutral or hostile relative to the channeler&#039;s will now stop if it is appropriate to do so. &lt;br /&gt;
*More cases were found where buffs should perform their OnBuffFinish actions (fixes weirdness with various abilities). In response, duplicate buffs that get replaced by new instances of the same buff now do their OnBuffFinish actions when this happens. This should significantly improve Malice&#039;s damage output when multiple Progenitors are chain casting it on the same targets, as well as numerous other abilities. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Patch 1.15:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*All ships taken over by the Rapture Battlecruiser&#039;s Domination will properly leave the fleets they are in and join the Rapture&#039;s if the Capital Ship is part of one. &lt;br /&gt;
*All ships that have abilities that repair damage and/or restore shields within an area around the ship will now only consider ships within that radius - they will no longer go out of their way to repair/restore ANY friendly ship, regardless of distance. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Capitals&amp;diff=6831</id>
		<title>Category:Capitals</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Capitals&amp;diff=6831"/>
		<updated>2017-03-29T04:12:16Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Capital Ships&#039;&#039;&#039;&amp;amp;nbsp;are among the largest warships in Sins of a Solar Empire. Capital Ships each have special four special abilities, the first three have three levels, and the last one only has one level and is often called an &amp;quot;Ultimate&amp;quot; ability.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Capital_Ship&amp;diff=6821</id>
		<title>Capital Ship</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Capital_Ship&amp;diff=6821"/>
		<updated>2017-03-29T04:10:51Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Capital Ships&#039;&#039;&#039; are among the largest warships in Sins of a Solar Empire. Capital Ships each have special four special abilities, the first three have three levels, and the last one only has one level and is often called an &amp;quot;Ultimate&amp;quot; ability.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
=== Battleship ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Kol_Battleship|Kol Battleship]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Radiance_Battleship|Radiance Battleship]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Kortul_Devastator|Kortul Devastator]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Carrier ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Sova_Carrier|Sova Carrier]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Halcyon_Carrier|Halcyon Carrier]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Skirantra_Carrier|Skirantra Carrier]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Mothership ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Akkan_Battlecruiser|Akkan Battlecruiser]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Progenitor_Mothership|Progenitor Mothership]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Jarrasul_Evacuator|Jarrasul Evacuator]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Support Capital Ship ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Dunov_Battlecruiser|Dunov Battlecruiser]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Rapture_Battlecruiser|Rapture Battlecruiser]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Antorak_Marauder|Antorak Marauder]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Heavy Assault Ship ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Marza_Dreadnought|Marza Dreadnought]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Revelation_Battlecruiser|Revelation Battlecruiser]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Vulkoras_Desolator|Vulkoras Desolator]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Unique Capital Ship ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Corsev_Battlecruiser|Corsev Battlecruiser]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Discord_Battleship|Discord Battleship]]&#039;&#039;&amp;lt;br/&amp;gt; &#039;&#039;Main article: [[Rankulas_Battleship|Rankulas Battleship]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]][[Category:Capitals]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Capitals&amp;diff=6811</id>
		<title>Category:Capitals</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Capitals&amp;diff=6811"/>
		<updated>2017-03-29T04:06:34Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; Capital class ships each have special four special abilities, the first three have three levels, and the last one only has one level and is often called an &amp;quot;Ultimate&amp;quot; ability...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Capital class ships each have special four special abilities, the first three have three levels, and the last one only has one level and is often called an &amp;quot;Ultimate&amp;quot; ability.&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Sova_Carrier&amp;diff=6801</id>
		<title>Sova Carrier</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Sova_Carrier&amp;diff=6801"/>
		<updated>2017-03-29T04:05:22Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div style=&amp;quot;float:right; padding-left:30px&amp;quot;&amp;gt;&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;15&amp;quot; cellspacing=&amp;quot;0&amp;quot;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Cost: &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;3000 Credits, 400 Metal, 250 Crystal&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Build Time: &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;75&amp;lt;/span&amp;gt; seconds.&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Uses: &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;50&amp;lt;/span&amp;gt; supply.&lt;br /&gt;
|- style=&amp;quot;line-height:0;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Hull:&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;2850&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%&amp;quot;&amp;gt;+120 / level&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Repair:&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;1.5&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%&amp;quot;&amp;gt;+0.1 / level&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Armor:&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%;color:#d79100;&amp;quot;&amp;gt;(Capital)&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;4&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%&amp;quot;&amp;gt;+0.35 / level&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Shields:&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;1075&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%&amp;quot;&amp;gt;+105 / level&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Regeneration:&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;3&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%&amp;quot;&amp;gt;+0.2 / level&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Max Mitigation:&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;65%&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Antimatter:&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;270&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%&amp;quot;&amp;gt;+30 / level&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Recharge:&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;0.85&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%&amp;quot;&amp;gt;+0.09 / level&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Experience value:&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;100+&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:0;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Weapon Damage Per Second Per Bank&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%&amp;quot;&amp;gt;(front / back / left / right)&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Laser:&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%;color:#d79100;&amp;quot;&amp;gt;(Capital)&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;3 / 0 / 0 / 0&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%&amp;quot;&amp;gt;Range: 5000&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Laser:&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%;color:#d79100;&amp;quot;&amp;gt;(Capital)&amp;lt;/span&amp;gt;&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;2 / 2 / 14 / 14&amp;lt;br/&amp;gt; &amp;lt;span style=&amp;quot;font-size: 80%&amp;quot;&amp;gt;Range: 5500&amp;lt;/span&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Weapon Banks:&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;1 / 1 / 1 / 1&amp;lt;/span&amp;gt;&lt;br /&gt;
|- style=&amp;quot;line-height:0;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | &amp;amp;nbsp;&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| Bombing Damage:&lt;br /&gt;
| &amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;37&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Strike Craft: 3 - 8 (+1 at 3, 5, 6, 8, 10)&amp;lt;br/&amp;gt; [[Missile_Batteries|Missile Batteries]]&amp;lt;br/&amp;gt; [[Embargo|Embargo]]&amp;lt;br/&amp;gt; [[Heavy_Strike_Craft|Heavy Strike Craft]]&amp;lt;br/&amp;gt; [[Rapid_Manufacturing|Rapid Manufacturing]]&lt;br /&gt;
|- style=&amp;quot;color:#d79100;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | A strong warship specialized in providing strike craft support.&lt;br /&gt;
|- style=&amp;quot;line-height:14px;&amp;quot;&lt;br /&gt;
| colspan=&amp;quot;2&amp;quot; | Shortcut: (&amp;lt;span style=&amp;quot;color:#d79100;&amp;quot;&amp;gt;W&amp;lt;/span&amp;gt;)&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/div&amp;gt; &lt;br /&gt;
The &#039;&#039;&#039;Sova Carrier&#039;&#039;&#039; is the [[TEC|TEC]]&#039;s [[Carrier|Carrier]].&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Having proven to be an effective countermeasure to pirate incursions, [[Strike_craft|strike craft]] have been a staple of planetary defense forces for hundreds of years. The arrival of a true invasion force has made a mobile platform for hosting strike craft a necessity, and the Sova Carrier ably fulfills this role. The most advanced ship-borne manufacturing and repair facilities keep its large dorsal and ventral fighter bays in a near constant state of combat readiness.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
The Sova Carrier serves as an early game offensive ship for the TEC armada. Being a carrier it naturally has an advantage over many of the other capital ships as an offensive capital ship. Being able to kite the enemy around, while attacking them with bombers is very valuable. The Sova is very dominant early game especially if you start near a [[Vasari|Vasari]] player as they are very vulnerable to [[Embargo|Embargo]] rushes early on. Which will not only cripple your enemy heavily, but also strengthen you economically. It is ill advised to use an Embargo rush against [[Advent|Advent]] or fellow TEC players as a swarm of corvettes will make quick work of your Sova.&lt;br /&gt;
&lt;br /&gt;
Another valuable tool of the Sova is its use of [[Missile_Batteries|Missile Batteries]], the TEC already having an excellent early game is improved for once an enemy empire reacts to your Flak(The assumed counter to Corvettes) the Missile Turrets deployed from this ability will inflict heavy damage to enemy Light Frigates should they deploy them to counter your Gardas.&lt;br /&gt;
&lt;br /&gt;
And while it is widely underused the [[Heavy_Strike_Craft|Heavy Strike Craft]] ability makes a nice addition to any fleet making your strike craft more durable and increasing their damage output. [[Rapid_Manufacturing|Rapid Manufacturing]] is also a very powerful ability should you begin to mass produce units from any forge worlds this will give them a very large boost to their build rates.&lt;br /&gt;
&lt;br /&gt;
While attacking enemy planets which are scantily defended or undefended the Sova Carrier and any Marza Dreadnought can be ordered to leave the formation and bombard the planet. The Sova and Marza can quickly reduce planet health and population in this way. The Sova can deploy fighters to defend itself and particularly the Marza since it is vulnerable to strike craft, plus the Sova can continue to participate in any ensuing battle around the planet by deploying bombers. Missile Batteries will attack any enemy ships that come close to the Sova or Marza.&lt;br /&gt;
&lt;br /&gt;
With some micromanagement the Sova can be effectively used early game against lower level siege/heavy assault capital ships (dreadnought ships). The Sova has a powerful broadside attack and it can move faster than a dreadnought can turn. Once a Sova has been by means of careful maneuvers placed in such a position to be able to fire broadsides at the rear of the enemy dreadnought it can be constantly moved in a circle around the dreadnought. The dreadnought will turn around to target the Sova but it will not be able fire at it as the Sova will always be behind it since it is circling the dreadnought. Simultaneously the Sova&#039;s strike craft squadrons and Missile Batteries can also deal attacks on the dreadnought. This tactic is particularly useful against lower level dreadnoughts which cannot attack anything directly behind it. The AI will continue to be in this trap until the Marza is severely damaged, however even a slightly competent human player will see the danger in this and order his dreadnought to disengage.&lt;br /&gt;
&lt;br /&gt;
Like all carrier-class capital ships, the Sova is a little on the fragile side. Its powerful offensive abilities leave it little to defend itself with. If it cannot overwhelm the enemy with sheer damage, its low armor and hull points become a serious liability, and it will need to retreat.&lt;br /&gt;
&lt;br /&gt;
== Ship Info ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;gametable&amp;quot; style=&amp;quot;float: left; font-size: 88%;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Ship Type:&lt;br /&gt;
| Capital&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Faction:&lt;br /&gt;
| [[TEC|TEC]]&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Primary Role:&lt;br /&gt;
| Squadron Support&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Shield Power:&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Hull Points:&lt;br /&gt;
| Very High&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Armor Level:&lt;br /&gt;
| High&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Armor Type:&lt;br /&gt;
| Capital&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Weapons (Fore):&lt;br /&gt;
| 2 x Pulse Lasers / Ship-to-Surface Nuclear Missiles&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Weapons (Side):&lt;br /&gt;
| 4 x Pulse Laser Batteries (Starboard) / 4 x Pulse Laser Batteries (Port)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Squadrons Supported:&lt;br /&gt;
| 3 (+1 per 2 level ups. Maximum: 8)&lt;br /&gt;
|-&lt;br /&gt;
! style=&amp;quot;text-align: left;&amp;quot; | Compliment:&lt;br /&gt;
| 2,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]][[Category:Capitals]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Cruisers&amp;diff=6791</id>
		<title>Category:Cruisers</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Cruisers&amp;diff=6791"/>
		<updated>2017-03-29T03:33:02Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; Cruisers are larger than Frigates, but not nearly as large as Capital Ships. They&amp;#039;re also generally more expensive. While some cruisers are designed strictly for combat, othe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Cruisers are larger than Frigates, but not nearly as large as Capital Ships. They&#039;re also generally more expensive. While some cruisers are designed strictly for combat, others may carry fighter and bomber squadrons into battle or provide fleet support capabilities through indirect abilities.&lt;br /&gt;
&lt;br /&gt;
Cruisers are built at Frigate Factories (once their design has been researched).&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Herald_Envoy&amp;diff=6781</id>
		<title>Herald Envoy</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Herald_Envoy&amp;diff=6781"/>
		<updated>2017-03-29T03:31:21Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; Heald Envoy diplopmatic ship.  &amp;amp;nbsp;  Category:ShipsCategory:Cruisers&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Heald Envoy diplopmatic ship.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]][[Category:Cruisers]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Broadcast_Center&amp;diff=6771</id>
		<title>Broadcast Center</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Broadcast_Center&amp;diff=6771"/>
		<updated>2017-03-29T03:24:07Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Broadcast Centers&#039;&#039;&#039; spread the [[TEC|TEC]]&#039;s [[Culture|culture]] into adjacent systems and beyond. The spread of culture is represented by the phase lanes connecting systems turning their color. This increases allegiance at planets owned by you and your allies and decreases [[Allegiance|allegiance]] at enemy planets.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The [[TEC|TEC]] unlock the Broadcast Center after researching Interstellar Network. The TEC also have multiple upgrades that when used will improve the rate at which culture spreads as well as the debuffs to your enemy&#039;s empires should your culture invade their territory. Addictive Consumerism and Cultural Monopolization combined will increase culture spread rate by 20% and increases antimatter regeneration by 1.5. Critical Mass is an upgrade that once researched will reduce the amount of culture spread lost when it spreads through a planet. Foreign Sabotage is a powerful debuff that once in your enemy empires territory, will halt all ship production. One of the last upgrades is called [[Insurgency|Insurgency]]. This will periodically cause uprisings on your enemy empire&#039;s planets, causing militia troops to attack their territory.&lt;br /&gt;
&lt;br /&gt;
The TEC rebels can research [[Liberated_Resistance|Liberated Resistance]], which will periodically cause Insurgent forces to join your cause and rally at your empire&#039;s capital.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]][[Category:Logistic Structures]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Regeneration_Bay&amp;diff=6761</id>
		<title>Regeneration Bay</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Regeneration_Bay&amp;diff=6761"/>
		<updated>2017-03-29T03:23:05Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Repair Platforms can repair ships and structures near them. They must be researched before they can be built. With only 15 Hull points restored per second it falls way behind the repair platforms of the other two races (Advent: 30 HP restored/sec. and Tec: 20-30-40 HP restored/sec. depending on upgrades)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost&#039;&#039;&#039;: 400 Credits, 100 Metal, 75 Crystal&amp;lt;br/&amp;gt; &#039;&#039;&#039;Build Time&#039;&#039;&#039;: 60 Seconds&amp;lt;br/&amp;gt; &#039;&#039;&#039;Tactical Slots&#039;&#039;&#039;: 2&amp;lt;br/&amp;gt; &#039;&#039;&#039;Hull&#039;&#039;&#039;: 3500&amp;lt;br/&amp;gt; &#039;&#039;&#039;Armor&#039;&#039;&#039;: 12&amp;lt;br/&amp;gt; &#039;&#039;&#039;Antimatter&#039;&#039;&#039;: 300&amp;lt;br/&amp;gt; &#039;&#039;&#039;Range&#039;&#039;&#039;: 12000&amp;lt;br/&amp;gt; &#039;&#039;&#039;Ability&#039;&#039;&#039;: 20 antimatter -&amp;gt; +200 hull over 20 secs; cooldown 5&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]][[Category:Tactical Structures]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Frigate_Factory&amp;diff=6751</id>
		<title>Frigate Factory</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Frigate_Factory&amp;diff=6751"/>
		<updated>2017-03-29T03:21:44Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Frigate Factories&#039;&#039;&#039; allow for the construction of Frigates and Cruisers for your fleets. Frigate Construction allows for the construction of Frigates and Cruiser Construction allows for the construction of Cruisers. Each ship you construct requires [[Fleet_Supply|Fleet Supply]] to deploy.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Building more than one Frigate Factory at a planet does not directly reduce the build time for ships, but produces an additional ship for every additional factory present every time the build progress meter completes.&lt;br /&gt;
&lt;br /&gt;
In Sins of a Solar Empire: Entrenchment, the [[TEC|TEC]] [[Argonev_Star_Base|Argonev Star Base]] could be equipped with the [[Construction_Bays|Construction Bays]] upgrade, allowing it to function as an enhanced Frigate Factory with both levels.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]][[Category:Tactical Structures]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Logistics_Structures&amp;diff=6741</id>
		<title>Category:Logistics Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Logistics_Structures&amp;diff=6741"/>
		<updated>2017-03-29T03:18:51Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Replaced content with &amp;quot; {{bad name|new name}}&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{{bad name|new name}}&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category_talk:Logistics_Structures&amp;diff=6731</id>
		<title>Category talk:Logistics Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category_talk:Logistics_Structures&amp;diff=6731"/>
		<updated>2017-03-29T03:14:31Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; pls delete&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
pls delete&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Logistics_Structures&amp;diff=6722</id>
		<title>Category:Logistics Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Logistics_Structures&amp;diff=6722"/>
		<updated>2017-03-29T03:14:10Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Logistic_Structures&amp;diff=6721</id>
		<title>Category:Logistic Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Logistic_Structures&amp;diff=6721"/>
		<updated>2017-03-29T03:08:12Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Logistics structures will help you build your economy and research new technologies, plus influence other worlds.&lt;br /&gt;
&lt;br /&gt;
Each structure costs a certain amount of resources to construct and requires a set number of logistics slots.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Logistic_Structures&amp;diff=6711</id>
		<title>Category:Logistic Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Logistic_Structures&amp;diff=6711"/>
		<updated>2017-03-29T03:07:15Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; Logistics structures will help you build your economy and research new technologies, plus influence other worlds.  Each structure costs a certain amount of resources to const...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Logistics structures will help you build your economy and research new technologies, plus influence other worlds.&lt;br /&gt;
&lt;br /&gt;
Each structure costs a certain amount of resources to construct and requires a set number of logistics slots.&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Metal_Extractor&amp;diff=6701</id>
		<title>Metal Extractor</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Metal_Extractor&amp;diff=6701"/>
		<updated>2017-03-29T03:06:30Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Metal Extractors&#039;&#039;&#039; produce [[Metal|metal]] for an empire.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Metal Extractors at [[Planet|Planets]] produce 0.4 metal per second. This is modified by [[Allegiance|Allegiance]] and the game&#039;s income rate setting.&lt;br /&gt;
&lt;br /&gt;
Neutral extractors captured by the player produce 0.53 metal per second. This is not affected by Allegiance.&lt;br /&gt;
&lt;br /&gt;
=== TEC ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Metal_Extractor_(TEC)|Metal Extractor (TEC)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Advent ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Metal_Extractor_(Advent)|Metal Extractor (Advent)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vasari ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Metal_Extractor_(Vasari)|Metal Extractor (Vasari)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]][[Category:Logistic Structures]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Tactical_Structures&amp;diff=6691</id>
		<title>Category:Tactical Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Tactical_Structures&amp;diff=6691"/>
		<updated>2017-03-29T02:59:19Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Tactical structures will help you to protect your planets and defend your empire as a whole. Each race&#039;s structures can vary greatly:&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Structures&amp;diff=6681</id>
		<title>Category:Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Structures&amp;diff=6681"/>
		<updated>2017-03-29T02:55:22Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Orbital Structures&#039;&#039;&#039;&amp;amp;nbsp;are divided into two types: Logistics Structures and Tactical Structures.&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Frigates&amp;diff=6671</id>
		<title>Category:Frigates</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Frigates&amp;diff=6671"/>
		<updated>2017-03-29T02:47:18Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; Frigates are the first class of unit available to build and make up the bulk of most fleets.  Category:Ships&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Frigates are the first class of unit available to build and make up the bulk of most fleets.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ships]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Ships&amp;diff=6661</id>
		<title>Category:Ships</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Ships&amp;diff=6661"/>
		<updated>2017-03-29T02:45:24Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; There are 4 main ship types, or classes.  *Titan  *Captal Ships  *Frigate  *Corvette  *Strikecraft  *Mining and Trading   &amp;amp;nbsp;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
There are 4 main ship types, or classes.&lt;br /&gt;
&lt;br /&gt;
*Titan &lt;br /&gt;
*Captal Ships &lt;br /&gt;
*Frigate &lt;br /&gt;
*Corvette &lt;br /&gt;
*Strikecraft &lt;br /&gt;
*Mining and Trading &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Tactical_Structures&amp;diff=6651</id>
		<title>Category:Tactical Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Tactical_Structures&amp;diff=6651"/>
		<updated>2017-03-29T02:19:42Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Selection of buildable structures under the military tree.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Logistics_Structures&amp;diff=6641</id>
		<title>Category:Logistics Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Logistics_Structures&amp;diff=6641"/>
		<updated>2017-03-29T02:15:56Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; Logistics structures will help you build your economy and research new technologies, plus influence other worlds.  Each structure costs a certain amount of resources to const...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Logistics structures will help you build your economy and research new technologies, plus influence other worlds.&lt;br /&gt;
&lt;br /&gt;
Each structure costs a certain amount of resources to construct and requires a set number of logistics slots.&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Metal_Extractor&amp;diff=6631</id>
		<title>Metal Extractor</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Metal_Extractor&amp;diff=6631"/>
		<updated>2017-03-29T02:14:25Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&#039;&#039;&#039;Metal Extractors&#039;&#039;&#039; produce [[Metal|metal]] for an empire.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
Metal Extractors at [[Planet|Planets]] produce 0.4 metal per second. This is modified by [[Allegiance|Allegiance]] and the game&#039;s income rate setting.&lt;br /&gt;
&lt;br /&gt;
Neutral extractors captured by the player produce 0.53 metal per second. This is not affected by Allegiance.&lt;br /&gt;
&lt;br /&gt;
=== TEC ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Metal_Extractor_(TEC)|Metal Extractor (TEC)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Advent ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Metal_Extractor_(Advent)|Metal Extractor (Advent)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Vasari ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Main article: [[Metal_Extractor_(Vasari)|Metal Extractor (Vasari)]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[Category:Logistics Structures]][[Category:Structures]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Tactical_Structures&amp;diff=6621</id>
		<title>Category:Tactical Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Tactical_Structures&amp;diff=6621"/>
		<updated>2017-03-29T02:01:35Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; Selection of buildable structures under the military tree.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Selection of buildable structures under the military tree.&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Structures&amp;diff=6612</id>
		<title>Category:Structures</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Structures&amp;diff=6612"/>
		<updated>2017-03-29T01:39:43Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; There are 2 types of structues to build, civilian and tactical.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
There are 2 types of structues to build, civilian and tactical.&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Gauss_Defense_Platform&amp;diff=6611</id>
		<title>Gauss Defense Platform</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Gauss_Defense_Platform&amp;diff=6611"/>
		<updated>2017-03-29T01:37:26Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The &#039;&#039;&#039;Gauss Defense Platform&#039;&#039;&#039; is the TEC&#039;s defense platform.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Official Description&#039;&#039;&#039;: Featuring dual gauss cannons, these stationary defense platforms will defend nearby structures from enemy vessels. They are heavily armored and can do serious damage against opponents.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
&lt;br /&gt;
The Gauss Defense Platform is a very versatile defense platform that is meant to guard areas around a planet. Its range can be upgraded through the upgrade Highly Conductive Rails. In &#039;&#039;Sins of a Solar Empire: Entrenchment&#039;&#039;, the Gauss Turret received multiple new abilities, the first one being Burst Rockets, which gives the Gauss Defense Platform an Area of Effect (AoE) ability that deals damage to units around it. The next upgrade is Meson Bolt Cannon which gives the Gauss Defense Platform a long range, high damage strike against a single target that also reduces the target&#039;s armor.&lt;br /&gt;
&lt;br /&gt;
== Tactics ==&lt;br /&gt;
&lt;br /&gt;
Unfortunately, like all of the defense turrets, these structures are very limited in their strategic use and are primarily used to assist with colonization efforts by using them to destroy siege vessels. In practical use the Gauss Turret beats the other tactical structures due to its utility, as in small numbers it complements a defense very well. This is mainly because of its long range, particularly when upgraded to maximum, allowing it to deal with a wider variety of enemies. it also has reasonable AoE damage and its single target damage is very good with the Meson Bolt Cannon upgrade.&lt;br /&gt;
&lt;br /&gt;
Though they have a large amount of hull points, and do a moderately good amount of damage per shot, Gauss cannons are truly only effective when there are large amounts of them concentrated in a small area, not spread out, and backed up by at least 1, or preferably 2, [[Repair_Platform|Repair Platforms]].&lt;br /&gt;
&lt;br /&gt;
== Fighting the Gauss Defense Platform ==&lt;br /&gt;
&lt;br /&gt;
As the Gauss cannons will do some amount of damage, a tactic to use against it is to attack with long ranged frigates or light frigates. If that fails, a more cost-effective method is to use [[Strike_craft|strike craft]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Structures]][[Category:Tactical Structures]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Enable_Logging&amp;diff=6601</id>
		<title>Enable Logging</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Enable_Logging&amp;diff=6601"/>
		<updated>2017-03-28T22:32:23Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Navigate to the Steetings folder indide the SoaSE mod folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebellion:&#039;&#039;&#039;&amp;lt;br/&amp;gt; E:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trinity:&#039;&#039;&#039;&amp;lt;br/&amp;gt; C:\Documents and Settings\&amp;lt;user_name&amp;gt;\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Open the user.setting file (using Notepad, or any plain text editor) and scroll down to the bottom 7 lines from the bottom is the line:&lt;br /&gt;
&lt;br /&gt;
LogOutput FALSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;nbsp; Change FALSE to TRUE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LogOutput TRUE&lt;br /&gt;
&lt;br /&gt;
From then on any Log files will be saved to the debug folder inside the SoaSE mod folder.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Enable_Logging&amp;diff=6591</id>
		<title>Enable Logging</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Enable_Logging&amp;diff=6591"/>
		<updated>2017-03-28T22:28:21Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; Navigate to the Steetings folder indide the SoaSE mod folder.  &amp;#039;&amp;#039;&amp;#039;Rebellion:&amp;#039;&amp;#039;&amp;#039;&amp;lt;br/&amp;gt; E:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\  &amp;#039;&amp;#039;&amp;#039;Trinity:&amp;#039;&amp;#039;&amp;#039;&amp;lt;br...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Navigate to the Steetings folder indide the SoaSE mod folder.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rebellion:&#039;&#039;&#039;&amp;lt;br/&amp;gt; E:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Trinity:&#039;&#039;&#039;&amp;lt;br/&amp;gt; C:\Documents and Settings\&amp;lt;user_name&amp;gt;\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Open the user.setting file (using Notepad, or any plain text editor) and scroll down to the bottom 7 lines from the bottom is the line:&lt;br /&gt;
&lt;br /&gt;
LogOutput FALSE&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;amp;nbsp; Change FALSE to TRUE&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
LogOutput TRUE&lt;br /&gt;
&lt;br /&gt;
From then on any Log files will be saved to the debug folder inside the SoaSE mod folder.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Developer_EXE&amp;diff=6492</id>
		<title>Developer EXE</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Developer_EXE&amp;diff=6492"/>
		<updated>2016-10-04T16:22:36Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Developer.exe is a modding tool that can be found in your main Sins of a Solar Empire folder &#039;&#039;&#039;&#039;&#039;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&#039;&#039;&#039;&#039;&#039;,&amp;amp;nbsp;along with the regular game.exe. There is one for each version of Sins you have, and are named Sins of a Solar Empire [Version] Dev.exe. They are updated automatically with the base game via Steam.&lt;br /&gt;
&lt;br /&gt;
Most features of the Developer are accessed through a special menu that is brought up by pressing [&#039;&#039;&#039;ctrl+shift+.&#039;&#039;&#039;]. All the commands should work the same on all versions of Sins, though some features may not be present in all versions.&lt;br /&gt;
&lt;br /&gt;
The dev.exe has its own mod folder in Rebellion, so for testing mods you must start the dev.exe once to create the mod folder, then move any mods you&#039;re working with to the newly created dev mod folder.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Update&#039;&#039;&#039;: As of Rebellion version 1.84, the dev.exe has its own set of setting, camera and UI mapping files. It will no longer override your standard settings file. Earlier versions and expansions will have the dev.exe replace these files.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Special Features&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
In addition to the commands that are defined below, the Developer.exe has several built in special features that are always active are a big help with testing mods. These include.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;Show Errors and Logging&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
On starting the Developer.exe for the first time, the game will rewrite your settings file. Your achievements will be okay but most other information, including hot keys, player name, resolution settings etc. all return to default, so make a back up of your user/diplomacyuser files so you paste them back into your App Data Settings folder when you are done. While this is a pain, this will allow the Dev.exe to display any errors it encounter in game right when it encounters them, which is crucial for debugging mods. Also the Dev generates a log of these error messages and tons of other useful info in your AppData debug folder (the log name is displayed on the Dev menu bar). These two features are really the only way to get useful data about crashes, so learn to use them.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;File Reloading&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
The Dev.exe supports the reloading of several file types in game. This means if you change one of these supported file types in a mod, the game will immediately reload the file with any changes on the spot. For things like entity weapon visual settings, textures and other files where you really have to see the effects in the game engine, this saves you a ton of time that would have been wasting by exiting and relaunching Sins every time you had to make a change. Supported file types include (though there may be others) all entities, textures (though some visuals like tech trees and most UI are only generated at the beginning of the game and thus this doesn&#039;t help you), meshes, and string files. Note .manifest files do not reload, so if you need to add an entirely new file you still need to exit the game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Change Galaxy Menu [a]&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
Note: Most if not all commands in this menu will result in a desync if used in a multiplayer game. You can still play the game but spawned units and the like will not be visible to the other player. Things like Setup Quick Play and Overrides may work better, but try to have you and your friends apply them at the same time to try and avoid problems.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[a] - Setup Quick Play&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Triggers a variety of factors for faster gameplay. All build times are set to zero, planet slots are ignored, all research is given (including artifacts), 1000000 of each resource is given, and game speeds are increased. Essentially a one click trainer mode.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[b] - Overrides Menu&amp;amp;nbsp;&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Contains several useful toggle options.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[a] - All Entities Detected:&#039;&#039;&#039; Toggles the ability to detect all entities regardless of whether you have a unit in the gravity well or not. It also reveals unexplored planets. Good for map testing/analysis. &lt;br /&gt;
*&#039;&#039;&#039;[b] - Damage disabled:&#039;&#039;&#039; Prevents any entity from taking damage. Unlike the invulnerability buff units will still attack and use abilities as normal. Good for testing weapon effects or watching long battles. &lt;br /&gt;
*&#039;&#039;&#039;[c] - Hyperspace Disabled:&#039;&#039;&#039; Prevents all units from phase jumping to a different planet. Note since it doesn&#039;t apply the phase jump disabled buff the AI will still attempt to retreat, but will just sit at the edge of the gravity well instead of jumping. To fix this, just switch active player, disable the AI and give those units a new order. &lt;br /&gt;
*&#039;&#039;&#039;[d] - Instant Build times:&#039;&#039;&#039; All ships, structures, upgrades, strikecraft etc. build times are built near instantly. &lt;br /&gt;
*&#039;&#039;&#039;[e] - Instant Ability Cooldowns:&#039;&#039;&#039; All ability cooldowns set to zero.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[f] - No slot Restriction:&#039;&#039;&#039; Structures can be built regardless of planet slot restrictions. &lt;br /&gt;
*&#039;&#039;&#039;[g] - Infinite Antimatter:&#039;&#039;&#039; Slightly misleading, it sets all antimatter costs to zero.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[h] - Max Planet Population:&#039;&#039;&#039; Instantly gives each planet the maximum available population. Note this is not the maximum for that planet overall, but the maximum for that planet population upgrade. For that, use the give all planet upgrades command.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[i] - Weapons Disabled:&#039;&#039;&#039; This is misleading because it only prevents each ship from firing at any new targets it acquires. Old attack orders will still be carried out and weapons will still fire at other ships that aren&#039;t being target. Thus its most useless. Better to just set auto attack off for all ships involved. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[c] - Change Entity Menu&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Contains several useful commands that will be applied to a selected entity or entities.&lt;br /&gt;
&lt;br /&gt;
*[a] - Damage: Damages the selected entity. Seems to a certain percent of total hull and/or shields, perhaps 20%. Can be used on planets as well. If the entity&#039;s hit points would be set to 0, it is destroyed. &lt;br /&gt;
*[b] - Kill: Instantly destroys the selected entity. Cannot be used on planets. &lt;br /&gt;
*[c] - Kill All Pirates: Instantly destroyers all pirate ships and defeats the pirate player (thus no more pirate raids). Pirate bases become colonizeable but any pirate structures (like turrets) remain. &lt;br /&gt;
*[d] - Spawn Pirate Raid: Instantly triggers a pirate raid if pirates are still active. Useful for testing pirate mods. &lt;br /&gt;
*[e] - Colonize Planet: Immediately colonizes the selected planet for your current player. &lt;br /&gt;
*[f] - Give Experience: Raises the targeted capitalship&#039;s level by one point. &lt;br /&gt;
*[g] - Give all planet upgrades: Gives the selected planet all available upgrades. Won&#039;t change your capital unless you don&#039;t have one. &lt;br /&gt;
*[h] - Remove all buffs: Removes all buff effects from the targeted entity. Note passive abilities will just immediately be reapplied. &lt;br /&gt;
*[i] - physics drifting testbed: Needs to be used on a fleet, it takes all the ships and sends them back to previous fleet point, where the AI then attempts to rebuild the formation. Good for working out clipping or fleet positioning issues. &lt;br /&gt;
*[j] - Change Asteroids: Allows you to change the type of aesthetic asteroids in the particular gravity. You can even set things not possible for that entity type, like an asteroid field within a terran gravity well. Good for cinematic shots. &lt;br /&gt;
*[k] - Change Dustclouds: Like change asteroids, allows you to change the aesthetic dust clouds in a gravity well. Not as noticeable however, and sadly rings are not included. &lt;br /&gt;
*[l] - RotateEntity: Rotates the selected entity clockwise while you hold the button down. Useful for immobile entities like structures, and can even be used to speed up planet rotation. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[d] - Change Player Menu&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Contains several options to manipulate player settings.&lt;br /&gt;
&lt;br /&gt;
*[a] - Change Active Player: Changes which player you are in control of. Rather than selecting a particular player, player 0 will become player 1 etc. and then wrap around each. &lt;br /&gt;
*[b] - Change active player isAI: Toggles AI on or off for whatever player you are controlling. Can be used to disable a player momentarily, observe the AI&#039;s commands or play with an assistant AI. &lt;br /&gt;
*[c] - Change Race: Changes the current player&#039;s race in alphabetical order of the player.entity files. While existing units won&#039;t be changed, shipyards, research lab etc. seem to carry over. Note this may cause minidumps (especially since you can select the pirates this way) and should be avoided. &lt;br /&gt;
*[d] - Change Color: Switches between the various player colors, even if they are already used. &lt;br /&gt;
*[e] - Change theme: Switches between the various player symbols, even if they are already used. &lt;br /&gt;
*[f] - Change Picture: Switches between the various player pictures for that faction. &lt;br /&gt;
*[g] - Give Resources: Gives all players 1000 metal and crystal. &lt;br /&gt;
*[h] - Give Credits: Gives all players 1000 credits. &lt;br /&gt;
*[i] - Give All research: Give all players all research, except for artifacts. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[e] - Change AI Menu&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Options to adjust the AI. Some options and perhaps this whole menu is for Diplomacy only&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[a] AI Disabled &#039;&#039;&#039;- Allows you to disable or enable all AI players.* &lt;br /&gt;
*&#039;&#039;&#039;[b] Auto Cast Disabled&#039;&#039;&#039; - Allows you to enable or disable autocast on all entities.* &lt;br /&gt;
*&#039;&#039;&#039;[c] Auto Attack Disabled&#039;&#039;&#039; - Enables or Disables auto attack on most units. Units that have manually had this setting changed or have auto attack disabled by default seem unaffected.* &lt;br /&gt;
*&#039;&#039;&#039;[d] AI Always Accepts Alliances&#039;&#039;&#039; - Toggle that forces the AI to accept your alliances, regardless of diplomatic status. May not work on locked teams.* &lt;br /&gt;
*&#039;&#039;&#039;[e] Give Relationship&#039;&#039;&#039; - Increases your relationship status with all players by 0.1.* &lt;br /&gt;
*&#039;&#039;&#039;[f] Take Relationship&#039;&#039;&#039; - Decreases your relationship status with all players by 0.1.* &lt;br /&gt;
*&#039;&#039;&#039;[g] Give Envoy Bonus &#039;&#039;&#039;- Increases the envoy bonus relations modifier with all players by 0.5.* &lt;br /&gt;
*&#039;&#039;&#039;[h] Give Quest&#039;&#039;&#039; - Not sure what this is, selecting it had no visible effect. &lt;br /&gt;
*&#039;&#039;&#039;[i] Send Taunt&#039;&#039;&#039; - Not sure what this is, selecting it had no visible effect. &lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[f] - Spawn Entity&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Allows you to spawn capitalships, frigates, planet bonuses, cannon shells, or debris for a selected player. Options are populated from the player.entity file. Very useful for spawning specific units or fleets to test.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[g] - Single Step&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Allows you to move the game by one frame while paused.*&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[h] - AutoSingleStepRate&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Sets the game to automatically do x amount of single steps while the game is paused. Essentially puts the game in slow motion for low values, begins to look like lag for higher ones.*&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[i] - Take Screenshot on singlestep&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Toggles whether you want the game to take a screenshot with a manual single step.*&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[j] - Change Build Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the build speed setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[k] - Change Culture Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the culture rate setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[l] - Change income rate speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the income rate setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[m] - Change Research Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the research speed setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[n] - Change physics Speed&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the physics speed option in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[o] - Change Fleet Supply Scalar&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Switches the fleet supply setting in game.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;[p] - Spawn Random Event&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Lets you spawn most of the random events if you have the Stellar Phenomenon DLC. Only the Partisans and Open Rebellion events are unavailable, but the new culture flip option in change entity allows you to test that one.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
= &#039;&#039;&#039;Overlays Menu [b]&#039;&#039;&#039; =&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; All commands in the Overlays section are toggles for windows that show various statistics. Some do overlap and can be difficult to use all at once. I assume it is safe to use these in a multiplayer game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[a] - Show FPS:&#039;&#039;&#039;&amp;amp;nbsp;Brings up a one line window in the upper left behind the Dev commands window. Displays your frames per second, good for performance testing.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[b] - Show Profiler:&amp;amp;nbsp;&#039;&#039;&#039;Not entirely sure what this is for. Brings up a window in the upper left (behind Show FPS) that says something about nodes, worst time and call count. Since I had zero nodes while testing I was unable to see what it does.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[c] - Show Memory:&amp;amp;nbsp;&#039;&#039;&#039;This gave me a one line window where Show FPS was with a red error message saying &amp;quot;No Memory Info Available&amp;quot;. Thus I was unable to figure out what this displays. If this function works on someones machine please leave a post detailing the statistics it displays.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[d] - Show Entity Type Counts:&amp;amp;nbsp;&#039;&#039;&#039;A very useful large window on the middle right that displays the number of each type of entity (stars, frigates, research, abilities, buffs etc.) currently in the game. Can be used for map testing, AI analysis, ability testing, anything where the number of an entity type is important.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[e] - Show Times:&amp;amp;nbsp;&#039;&#039;&#039;A small window in the upper left below show FPS and in front of Show Profiler. It seems to display the number of real and game (non-paused) seconds that have elapsed, as well as something about &amp;quot;Queued Ticks&amp;quot;(?).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[f] - Show Network State:&amp;amp;nbsp;&#039;&#039;&#039;Creates a large menu in the upper left below show FPS and in front of Show Profiler and Show Times. Gives ICO and LAN status, server status, and some statistics about each player like latency, Sim Updates etc. Must have for network/lag troubleshooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[g] - Show Commands:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a very large window on the right over the Show Entity Type Counts menu. Seems to count the number of times a large list of commands (Ping, purchase capitalship level etc.) have occurred in the current game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[h] - Show Client Update Status:&#039;&#039;&#039;&amp;amp;nbsp;No window appeared after enabling this. I suspect it may only work in network/ICO games.*&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[i] - Show Effect Status:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window in the central upper part of the screen that counts the number of all categories of various effects, the number of those effects that have been terminated, and most importantly the memory usage of each category. Useful for identifying which effects types are slowing your mod down.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[j] - Show Particles Status:&#039;&#039;&#039;&amp;amp;nbsp;Brings up a large window in the upper left below FPS and in front of all the previous commands. Shows a lot of statistics about individual particle effects, including which ones are actively being rendered, a count of the current particle and simulation pool, which particles are using the most memory, and the total number of each specific particles both on screen and generated gamewide. Somewhat overlaps show effects status but since the window background is partly transparent they should be useable together.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[k] - Show Bloom Composition Steps:&amp;amp;nbsp;&#039;&#039;&#039;Brings up four red boxes in the upper left screen in front of everything. It seems to be a mini-rendering window that shows just the bloom on your current screen at different resolutions (if you have it enabled). I&#039;m sure its uses are obvious to someone who knows what exactly bloom is and wants to mod it.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[l] - Show Shaders:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window in the middle right above Entity Type Counts and Commands. It shows all the shaders being used by the game and the &amp;quot;technique&amp;quot; they are being used with.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[m] - Show Direct3D setup:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the very upper right in front of everything except show shaders. Gives your resolution, device type, and other statistics that would presumably be useful for Direct3D troubleshooting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[n] - Show Textures:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a large menu starting from the upper left that shows the total amount of loaded textures and the amount of memory they are using. It also shows the &amp;quot;worst textures&amp;quot; that take up the most memory (the Advent Starbase seems to win by a large margin) and some statistics about them. Extremely useful for optimizing textures.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[o] - Show Sounds:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the upper left hand corner that oddly displays CPU usage as well as sound channel information, the number of sounds currently playing, and the channel and volume of each sound.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[p] - Show Music:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a menu in the upper right behind everything but show entity types and commands. Show the currently playing track, the current action and emotion levels, some statistics that determine these, and the track playing at each location you have visited and how many seconds of each track that have already played. A must have for configuring custom music, or just trying to understand how the music system works.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[q] - Show Entity Create Counts:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window across the entire left screen that shows the number of each individual entity created so far in the game, starting with the ones that have the most. Note that this can cause an extreme performance decrease (I went from 60 fps to 10) while this is shown, so you should only use it while paused. Very useful for tracking a specific entity in the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[r] - Reset Entity Create Count:&amp;amp;nbsp;&#039;&#039;&#039;Okay, this the one thing in this menu that is not a toggleable window. This resets the data shown in Entity Create Counts, so if you are only interested in tracking entities after a certain point in game (or you want to use that tool with a decent fps) this could come in handy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[s] - Show Market Status:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the upper right that displays most of the market variables, such as the state, crash and boom threshold of each resource, when the game will check again for a crash/boom etc. If your mod changes the market settings or you are curious to how this system works, you probably want to use this quite a bit.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Modding&amp;diff=6491</id>
		<title>Category:Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Modding&amp;diff=6491"/>
		<updated>2016-10-04T16:22:02Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The&amp;amp;nbsp;&#039;&#039;&#039;Forge Tools 3&#039;&#039;&#039;&amp;amp;nbsp;has modding documentation which is a good introduction, but some of the information is outdated and has changed for &#039;&#039;&#039;Rebellion&#039;&#039;&#039;. According to the&amp;amp;nbsp;[https://onedrive.live.com/view.aspx?cid=4BB4BC0AAC3684C3&amp;amp;resid=4BB4BC0AAC3684C3!23712&amp;amp;app=WordPdf Sins Mod Set]&amp;amp;nbsp;you will need to copy the ENTIRE folder set from your&amp;amp;nbsp;SoaSE install directory or&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&#039;&#039;&#039;&#039;&#039;&amp;amp;nbsp;to the created mod folder, then convert the files you wish to modify to text. Those which are not included will not be used by the game.&lt;br /&gt;
&lt;br /&gt;
For the original Entrenchment, Diplomacy expansions, and now Rebellion, you only have to include the files that you want to change and if you want to &amp;quot;remove&amp;quot; an original file you have to remove it from the entity manifest (which is explained in the documentation). Also note that it includes some&amp;amp;nbsp;[[Reference_Data|reference files]]&amp;amp;nbsp;which are outdated and you will need to&amp;amp;nbsp;create your own&amp;amp;nbsp;or download the&amp;amp;nbsp;[http://www.7-zip.org/ 7-z]&amp;amp;nbsp;archives for&amp;amp;nbsp;&#039;&#039;&#039;Rebellion&#039;&#039;&#039;&amp;amp;nbsp;that includes all current versions.&lt;br /&gt;
&lt;br /&gt;
Each faction can build a max of 9 tactical structures, 9 logistic structures, 9 capital ships, 9 frigates and 9 cruisers (&#039;&#039;note that frigates and cruisers are the same, but they are just shown on different places in the U.I.&#039;&#039;). You can also place tactical modules in a logistics slot and vice-versa. An entity can have a max of 5 different weapons. As far as it is known there isn&#039;t any limit on research levels.&lt;br /&gt;
&lt;br /&gt;
The first thing on a new modder&#039;s list should be the&amp;amp;nbsp;[[Developer_EXE|Developer.exe&#039;s]]. Weather you are starting to build a new mod or testing a downloaded mod this tool is very useful for finding errors and game testing. If you are not sure about the errors generated or you want to keep track of them you will want to&amp;amp;nbsp;[[Enable_Logging|Enable_Logging]], then you can copy the information to paste into a thread in the&amp;amp;nbsp;[http://forums.sinsofasolarempire.com/forum/443 modding forum].&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Developer_EXE&amp;diff=6481</id>
		<title>Developer EXE</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Developer_EXE&amp;diff=6481"/>
		<updated>2016-10-04T16:08:22Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; The Developer.exe is a modding tool that can be found in your main Sins of a Solar Empire folder &amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;lt;Sins Path&amp;gt;&amp;#039;&amp;#039;&amp;#039;&amp;#039;&amp;#039;,&amp;amp;nbsp;along with the regular game...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Developer.exe is a modding tool that can be found in your main Sins of a Solar Empire folder &#039;&#039;&#039;&#039;&#039;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&#039;&#039;&#039;&#039;&#039;,&amp;amp;nbsp;along with the regular game.exe. There is one for each version of Sins you have, and are named Sins of a Solar Empire [Version] Dev.exe. They are updated automatically with the base game via Steam.&lt;br /&gt;
&lt;br /&gt;
Most features of the Developer are accessed through a special menu that is brought up by pressing [&#039;&#039;&#039;ctrl+shift+.&#039;&#039;&#039;]. All the commands should work the same on all versions of Sins, though some features may not be present in all versions.&lt;br /&gt;
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The dev.exe has its own mod folder in Rebellion, so for testing mods you must start the dev.exe once to create the mod folder, then move any mods you&#039;re working with to the newly created dev mod folder.&lt;br /&gt;
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&#039;&#039;&#039;Update&#039;&#039;&#039;: As of Rebellion version 1.84, the dev.exe has its own set of setting, camera and UI mapping files. It will no longer override your standard settings file. Earlier versions and expansions will have the dev.exe replace these files.&lt;br /&gt;
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= &#039;&#039;&#039;Special Features&#039;&#039;&#039; =&lt;br /&gt;
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In addition to the commands that are defined below, the Developer.exe has several built in special features that are always active are a big help with testing mods. These include.&lt;br /&gt;
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== &#039;&#039;&#039;Show Errors and Logging&#039;&#039;&#039; ==&lt;br /&gt;
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On starting the Developer.exe for the first time, the game will rewrite your settings file. Your achievements will be okay but most other information, including hot keys, player name, resolution settings etc. all return to default, so make a back up of your user/diplomacyuser files so you paste them back into your App Data Settings folder when you are done. While this is a pain, this will allow the Dev.exe to display any errors it encounter in game right when it encounters them, which is crucial for debugging mods. Also the Dev generates a log of these error messages and tons of other useful info in your AppData debug folder (the log name is displayed on the Dev menu bar). These two features are really the only way to get useful data about crashes, so learn to use them.&lt;br /&gt;
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== &#039;&#039;&#039;File Reloading&#039;&#039;&#039; ==&lt;br /&gt;
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The Dev.exe supports the reloading of several file types in game. This means if you change one of these supported file types in a mod, the game will immediately reload the file with any changes on the spot. For things like entity weapon visual settings, textures and other files where you really have to see the effects in the game engine, this saves you a ton of time that would have been wasting by exiting and relaunching Sins every time you had to make a change. Supported file types include (though there may be others) all entities, textures (though some visuals like tech trees and most UI are only generated at the beginning of the game and thus this doesn&#039;t help you), meshes, and string files. Note .manifest files do not reload, so if you need to add an entirely new file you still need to exit the game.&lt;br /&gt;
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= &#039;&#039;&#039;Change Galaxy Menu [a]&#039;&#039;&#039; =&lt;br /&gt;
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Note: Most if not all commands in this menu will result in a desync if used in a multiplayer game. You can still play the game but spawned units and the like will not be visible to the other player. Things like Setup Quick Play and Overrides may work better, but try to have you and your friends apply them at the same time to try and avoid problems.&lt;br /&gt;
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=== &#039;&#039;&#039;[a] - Setup Quick Play&#039;&#039;&#039; ===&lt;br /&gt;
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Triggers a variety of factors for faster gameplay. All build times are set to zero, planet slots are ignored, all research is given (including artifacts), 1000000 of each resource is given, and game speeds are increased. Essentially a one click trainer mode.&lt;br /&gt;
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=== &#039;&#039;&#039;[b] - Overrides Menu&amp;amp;nbsp;&#039;&#039;&#039; ===&lt;br /&gt;
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Contains several useful toggle options.&lt;br /&gt;
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*&#039;&#039;&#039;[a] - All Entities Detected:&#039;&#039;&#039; Toggles the ability to detect all entities regardless of whether you have a unit in the gravity well or not. It also reveals unexplored planets. Good for map testing/analysis. &lt;br /&gt;
*&#039;&#039;&#039;[b] - Damage disabled:&#039;&#039;&#039; Prevents any entity from taking damage. Unlike the invulnerability buff units will still attack and use abilities as normal. Good for testing weapon effects or watching long battles. &lt;br /&gt;
*&#039;&#039;&#039;[c] - Hyperspace Disabled:&#039;&#039;&#039; Prevents all units from phase jumping to a different planet. Note since it doesn&#039;t apply the phase jump disabled buff the AI will still attempt to retreat, but will just sit at the edge of the gravity well instead of jumping. To fix this, just switch active player, disable the AI and give those units a new order. &lt;br /&gt;
*&#039;&#039;&#039;[d] - Instant Build times:&#039;&#039;&#039; All ships, structures, upgrades, strikecraft etc. build times are built near instantly. &lt;br /&gt;
*&#039;&#039;&#039;[e] - Instant Ability Cooldowns:&#039;&#039;&#039; All ability cooldowns set to zero.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[f] - No slot Restriction:&#039;&#039;&#039; Structures can be built regardless of planet slot restrictions. &lt;br /&gt;
*&#039;&#039;&#039;[g] - Infinite Antimatter:&#039;&#039;&#039; Slightly misleading, it sets all antimatter costs to zero.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[h] - Max Planet Population:&#039;&#039;&#039; Instantly gives each planet the maximum available population. Note this is not the maximum for that planet overall, but the maximum for that planet population upgrade. For that, use the give all planet upgrades command.&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp; &lt;br /&gt;
*&#039;&#039;&#039;[i] - Weapons Disabled:&#039;&#039;&#039; This is misleading because it only prevents each ship from firing at any new targets it acquires. Old attack orders will still be carried out and weapons will still fire at other ships that aren&#039;t being target. Thus its most useless. Better to just set auto attack off for all ships involved. &lt;br /&gt;
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=== &#039;&#039;&#039;[c] - Change Entity Menu&#039;&#039;&#039; ===&lt;br /&gt;
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Contains several useful commands that will be applied to a selected entity or entities.&lt;br /&gt;
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*[a] - Damage: Damages the selected entity. Seems to a certain percent of total hull and/or shields, perhaps 20%. Can be used on planets as well. If the entity&#039;s hit points would be set to 0, it is destroyed. &lt;br /&gt;
*[b] - Kill: Instantly destroys the selected entity. Cannot be used on planets. &lt;br /&gt;
*[c] - Kill All Pirates: Instantly destroyers all pirate ships and defeats the pirate player (thus no more pirate raids). Pirate bases become colonizeable but any pirate structures (like turrets) remain. &lt;br /&gt;
*[d] - Spawn Pirate Raid: Instantly triggers a pirate raid if pirates are still active. Useful for testing pirate mods. &lt;br /&gt;
*[e] - Colonize Planet: Immediately colonizes the selected planet for your current player. &lt;br /&gt;
*[f] - Give Experience: Raises the targeted capitalship&#039;s level by one point. &lt;br /&gt;
*[g] - Give all planet upgrades: Gives the selected planet all available upgrades. Won&#039;t change your capital unless you don&#039;t have one. &lt;br /&gt;
*[h] - Remove all buffs: Removes all buff effects from the targeted entity. Note passive abilities will just immediately be reapplied. &lt;br /&gt;
*[i] - physics drifting testbed: Needs to be used on a fleet, it takes all the ships and sends them back to previous fleet point, where the AI then attempts to rebuild the formation. Good for working out clipping or fleet positioning issues. &lt;br /&gt;
*[j] - Change Asteroids: Allows you to change the type of aesthetic asteroids in the particular gravity. You can even set things not possible for that entity type, like an asteroid field within a terran gravity well. Good for cinematic shots. &lt;br /&gt;
*[k] - Change Dustclouds: Like change asteroids, allows you to change the aesthetic dust clouds in a gravity well. Not as noticeable however, and sadly rings are not included. &lt;br /&gt;
*[l] - RotateEntity: Rotates the selected entity clockwise while you hold the button down. Useful for immobile entities like structures, and can even be used to speed up planet rotation. &lt;br /&gt;
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=== &#039;&#039;&#039;[d] - Change Player Menu&#039;&#039;&#039; ===&lt;br /&gt;
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Contains several options to manipulate player settings.&lt;br /&gt;
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*[a] - Change Active Player: Changes which player you are in control of. Rather than selecting a particular player, player 0 will become player 1 etc. and then wrap around each. &lt;br /&gt;
*[b] - Change active player isAI: Toggles AI on or off for whatever player you are controlling. Can be used to disable a player momentarily, observe the AI&#039;s commands or play with an assistant AI. &lt;br /&gt;
*[c] - Change Race: Changes the current player&#039;s race in alphabetical order of the player.entity files. While existing units won&#039;t be changed, shipyards, research lab etc. seem to carry over. Note this may cause minidumps (especially since you can select the pirates this way) and should be avoided. &lt;br /&gt;
*[d] - Change Color: Switches between the various player colors, even if they are already used. &lt;br /&gt;
*[e] - Change theme: Switches between the various player symbols, even if they are already used. &lt;br /&gt;
*[f] - Change Picture: Switches between the various player pictures for that faction. &lt;br /&gt;
*[g] - Give Resources: Gives all players 1000 metal and crystal. &lt;br /&gt;
*[h] - Give Credits: Gives all players 1000 credits. &lt;br /&gt;
*[i] - Give All research: Give all players all research, except for artifacts. &lt;br /&gt;
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=== &#039;&#039;&#039;[e] - Change AI Menu&#039;&#039;&#039; ===&lt;br /&gt;
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Options to adjust the AI. Some options and perhaps this whole menu is for Diplomacy only&lt;br /&gt;
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*&#039;&#039;&#039;[a] AI Disabled &#039;&#039;&#039;- Allows you to disable or enable all AI players.* &lt;br /&gt;
*&#039;&#039;&#039;[b] Auto Cast Disabled&#039;&#039;&#039; - Allows you to enable or disable autocast on all entities.* &lt;br /&gt;
*&#039;&#039;&#039;[c] Auto Attack Disabled&#039;&#039;&#039; - Enables or Disables auto attack on most units. Units that have manually had this setting changed or have auto attack disabled by default seem unaffected.* &lt;br /&gt;
*&#039;&#039;&#039;[d] AI Always Accepts Alliances&#039;&#039;&#039; - Toggle that forces the AI to accept your alliances, regardless of diplomatic status. May not work on locked teams.* &lt;br /&gt;
*&#039;&#039;&#039;[e] Give Relationship&#039;&#039;&#039; - Increases your relationship status with all players by 0.1.* &lt;br /&gt;
*&#039;&#039;&#039;[f] Take Relationship&#039;&#039;&#039; - Decreases your relationship status with all players by 0.1.* &lt;br /&gt;
*&#039;&#039;&#039;[g] Give Envoy Bonus &#039;&#039;&#039;- Increases the envoy bonus relations modifier with all players by 0.5.* &lt;br /&gt;
*&#039;&#039;&#039;[h] Give Quest&#039;&#039;&#039; - Not sure what this is, selecting it had no visible effect. &lt;br /&gt;
*&#039;&#039;&#039;[i] Send Taunt&#039;&#039;&#039; - Not sure what this is, selecting it had no visible effect. &lt;br /&gt;
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=== &#039;&#039;&#039;[f] - Spawn Entity&#039;&#039;&#039; ===&lt;br /&gt;
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Allows you to spawn capitalships, frigates, planet bonuses, cannon shells, or debris for a selected player. Options are populated from the player.entity file. Very useful for spawning specific units or fleets to test.&lt;br /&gt;
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=== &#039;&#039;&#039;[g] - Single Step&#039;&#039;&#039; ===&lt;br /&gt;
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Allows you to move the game by one frame while paused.*&lt;br /&gt;
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=== &#039;&#039;&#039;[h] - AutoSingleStepRate&#039;&#039;&#039; ===&lt;br /&gt;
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Sets the game to automatically do x amount of single steps while the game is paused. Essentially puts the game in slow motion for low values, begins to look like lag for higher ones.*&lt;br /&gt;
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=== &#039;&#039;&#039;[i] - Take Screenshot on singlestep&#039;&#039;&#039; ===&lt;br /&gt;
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Toggles whether you want the game to take a screenshot with a manual single step.*&lt;br /&gt;
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=== &#039;&#039;&#039;[j] - Change Build Speed&#039;&#039;&#039; ===&lt;br /&gt;
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Switches the build speed setting in game.&lt;br /&gt;
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=== &#039;&#039;&#039;[k] - Change Culture Speed&#039;&#039;&#039; ===&lt;br /&gt;
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Switches the culture rate setting in game.&lt;br /&gt;
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=== &#039;&#039;&#039;[l] - Change income rate speed&#039;&#039;&#039; ===&lt;br /&gt;
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Switches the income rate setting in game.&lt;br /&gt;
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=== &#039;&#039;&#039;[m] - Change Research Speed&#039;&#039;&#039; ===&lt;br /&gt;
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Switches the research speed setting in game.&lt;br /&gt;
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=== &#039;&#039;&#039;[n] - Change physics Speed&#039;&#039;&#039; ===&lt;br /&gt;
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Switches the physics speed option in game.&lt;br /&gt;
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=== &#039;&#039;&#039;[o] - Change Fleet Supply Scalar&#039;&#039;&#039; ===&lt;br /&gt;
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Switches the fleet supply setting in game.&lt;br /&gt;
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=== &#039;&#039;&#039;[p] - Spawn Random Event&#039;&#039;&#039; ===&lt;br /&gt;
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Lets you spawn most of the random events if you have the Stellar Phenomenon DLC. Only the Partisans and Open Rebellion events are unavailable, but the new culture flip option in change entity allows you to test that one.&lt;br /&gt;
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= &#039;&#039;&#039;Overlays Menu [b]&#039;&#039;&#039; =&lt;br /&gt;
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&#039;&#039;&#039;&#039;&#039;Note:&#039;&#039;&#039; All commands in the Overlays section are toggles for windows that show various statistics. Some do overlap and can be difficult to use all at once. I assume it is safe to use these in a multiplayer game.&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;[a] - Show FPS:&#039;&#039;&#039;&amp;amp;nbsp;Brings up a one line window in the upper left behind the Dev commands window. Displays your frames per second, good for performance testing.&lt;br /&gt;
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&#039;&#039;&#039;[b] - Show Profiler:&amp;amp;nbsp;&#039;&#039;&#039;Not entirely sure what this is for. Brings up a window in the upper left (behind Show FPS) that says something about nodes, worst time and call count. Since I had zero nodes while testing I was unable to see what it does.&lt;br /&gt;
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&#039;&#039;&#039;[c] - Show Memory:&amp;amp;nbsp;&#039;&#039;&#039;This gave me a one line window where Show FPS was with a red error message saying &amp;quot;No Memory Info Available&amp;quot;. Thus I was unable to figure out what this displays. If this function works on someones machine please leave a post detailing the statistics it displays.&lt;br /&gt;
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&#039;&#039;&#039;[d] - Show Entity Type Counts:&amp;amp;nbsp;&#039;&#039;&#039;A very useful large window on the middle right that displays the number of each type of entity (stars, frigates, research, abilities, buffs etc.) currently in the game. Can be used for map testing, AI analysis, ability testing, anything where the number of an entity type is important.&lt;br /&gt;
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&#039;&#039;&#039;[e] - Show Times:&amp;amp;nbsp;&#039;&#039;&#039;A small window in the upper left below show FPS and in front of Show Profiler. It seems to display the number of real and game (non-paused) seconds that have elapsed, as well as something about &amp;quot;Queued Ticks&amp;quot;(?).&lt;br /&gt;
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&#039;&#039;&#039;[f] - Show Network State:&amp;amp;nbsp;&#039;&#039;&#039;Creates a large menu in the upper left below show FPS and in front of Show Profiler and Show Times. Gives ICO and LAN status, server status, and some statistics about each player like latency, Sim Updates etc. Must have for network/lag troubleshooting.&lt;br /&gt;
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&#039;&#039;&#039;[g] - Show Commands:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a very large window on the right over the Show Entity Type Counts menu. Seems to count the number of times a large list of commands (Ping, purchase capitalship level etc.) have occurred in the current game.&lt;br /&gt;
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&#039;&#039;&#039;[h] - Show Client Update Status:&#039;&#039;&#039;&amp;amp;nbsp;No window appeared after enabling this. I suspect it may only work in network/ICO games.*&lt;br /&gt;
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&#039;&#039;&#039;[i] - Show Effect Status:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window in the central upper part of the screen that counts the number of all categories of various effects, the number of those effects that have been terminated, and most importantly the memory usage of each category. Useful for identifying which effects types are slowing your mod down.&lt;br /&gt;
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&#039;&#039;&#039;[j] - Show Particles Status:&#039;&#039;&#039;&amp;amp;nbsp;Brings up a large window in the upper left below FPS and in front of all the previous commands. Shows a lot of statistics about individual particle effects, including which ones are actively being rendered, a count of the current particle and simulation pool, which particles are using the most memory, and the total number of each specific particles both on screen and generated gamewide. Somewhat overlaps show effects status but since the window background is partly transparent they should be useable together.&lt;br /&gt;
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&#039;&#039;&#039;[k] - Show Bloom Composition Steps:&amp;amp;nbsp;&#039;&#039;&#039;Brings up four red boxes in the upper left screen in front of everything. It seems to be a mini-rendering window that shows just the bloom on your current screen at different resolutions (if you have it enabled). I&#039;m sure its uses are obvious to someone who knows what exactly bloom is and wants to mod it.&lt;br /&gt;
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&#039;&#039;&#039;[l] - Show Shaders:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window in the middle right above Entity Type Counts and Commands. It shows all the shaders being used by the game and the &amp;quot;technique&amp;quot; they are being used with.&lt;br /&gt;
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&#039;&#039;&#039;[m] - Show Direct3D setup:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the very upper right in front of everything except show shaders. Gives your resolution, device type, and other statistics that would presumably be useful for Direct3D troubleshooting.&lt;br /&gt;
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&#039;&#039;&#039;[n] - Show Textures:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a large menu starting from the upper left that shows the total amount of loaded textures and the amount of memory they are using. It also shows the &amp;quot;worst textures&amp;quot; that take up the most memory (the Advent Starbase seems to win by a large margin) and some statistics about them. Extremely useful for optimizing textures.&lt;br /&gt;
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&#039;&#039;&#039;[o] - Show Sounds:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the upper left hand corner that oddly displays CPU usage as well as sound channel information, the number of sounds currently playing, and the channel and volume of each sound.&lt;br /&gt;
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&#039;&#039;&#039;[p] - Show Music:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a menu in the upper right behind everything but show entity types and commands. Show the currently playing track, the current action and emotion levels, some statistics that determine these, and the track playing at each location you have visited and how many seconds of each track that have already played. A must have for configuring custom music, or just trying to understand how the music system works.&lt;br /&gt;
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&#039;&#039;&#039;[q] - Show Entity Create Counts:&amp;amp;nbsp;&#039;&#039;&#039;Brings up a window across the entire left screen that shows the number of each individual entity created so far in the game, starting with the ones that have the most. Note that this can cause an extreme performance decrease (I went from 60 fps to 10) while this is shown, so you should only use it while paused. Very useful for tracking a specific entity in the game.&lt;br /&gt;
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&#039;&#039;&#039;[r] - Reset Entity Create Count:&amp;amp;nbsp;&#039;&#039;&#039;Okay, this the one thing in this menu that is not a toggleable window. This resets the data shown in Entity Create Counts, so if you are only interested in tracking entities after a certain point in game (or you want to use that tool with a decent fps) this could come in handy.&lt;br /&gt;
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&#039;&#039;&#039;[s] - Show Market Status:&amp;amp;nbsp;&#039;&#039;&#039;Toggles a menu in the upper right that displays most of the market variables, such as the state, crash and boom threshold of each resource, when the game will check again for a crash/boom etc. If your mod changes the market settings or you are curious to how this system works, you probably want to use this quite a bit.&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Category:Modding&amp;diff=6471</id>
		<title>Category:Modding</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Category:Modding&amp;diff=6471"/>
		<updated>2016-10-04T15:09:30Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
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&lt;div&gt;&lt;br /&gt;
The&amp;amp;nbsp;[http://gamergate.ca/SoaSE/Modding_Tools.html#ForgeTools3 Forge Tools 3]&amp;amp;nbsp;has modding documentation which is a good introduction, but some of the information is outdated and has changed for Rebellion. According to the&amp;amp;nbsp;[https://onedrive.live.com/view.aspx?cid=4BB4BC0AAC3684C3&amp;amp;resid=4BB4BC0AAC3684C3!23712&amp;amp;app=WordPdf Sins Mod Set]&amp;amp;nbsp;you will need to copy the ENTIRE folder set from your&amp;amp;nbsp;SoaSE install directory or&amp;amp;nbsp;&#039;&#039;&#039;&#039;&#039;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&#039;&#039;&#039;&#039;&#039;&amp;amp;nbsp;to the created mod folder, then convert the files you wish to modify to text. Those which are not included will not be used by the game.&lt;br /&gt;
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For the original Entrenchment, Diplomacy expansions, and now Rebellion, you only have to include the files that you want to change and if you want to &amp;quot;remove&amp;quot; an original file you have to remove it from the entity manifest (which is explained in the documentation). Also note that it includes some&amp;amp;nbsp;[[Reference_Data|reference files]]&amp;amp;nbsp;which are outdated and you will need to&amp;amp;nbsp;create your own&amp;amp;nbsp;or download the&amp;amp;nbsp;[http://www.7-zip.org/ 7-z]&amp;amp;nbsp;archives for&amp;amp;nbsp;&#039;&#039;&#039;Rebellion&#039;&#039;&#039;&amp;amp;nbsp;or&amp;amp;nbsp;&#039;&#039;&#039;Trinity&#039;&#039;&#039;&amp;amp;nbsp;that includes all current versions.&lt;br /&gt;
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Each faction can build a max of 9 tactical structures, 9 logistic structures, 9 capital ships, 9 frigates and 9 cruisers (note that frigates and cruisers are the same, but they are just shown on different places in the U.I.). You can also place tactical modules in a logistics slot and vice-versa. An entity can have a max of 5 different weapons. As far as it is known there isn&#039;t any limit on research levels.&lt;br /&gt;
&lt;br /&gt;
The first thing on a new modder&#039;s list should be the&amp;amp;nbsp;[[Developer_EXE|Developer.exe&#039;s]]. Weather you are starting to build a new mod or testing a downloaded mod this tool is very useful for finding errors and game testing. If you are not sure about the errors generated or you want to keep track of them you will want to&amp;amp;nbsp;[[Enable_Logging]], then you can copy the information to paste into a thread in the&amp;amp;nbsp;[http://forums.sinsofasolarempire.com/forum/443 modding forum].&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=File:Reference_Data_Dir3.png&amp;diff=6451</id>
		<title>File:Reference Data Dir3.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=File:Reference_Data_Dir3.png&amp;diff=6451"/>
		<updated>2016-10-03T17:35:37Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Disciple_Vessel&amp;diff=6411</id>
		<title>Disciple Vessel</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Disciple_Vessel&amp;diff=6411"/>
		<updated>2016-10-03T02:16:08Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Created page with &amp;quot; A front line combat frigate crewed by low caste acolytes, it can be upgraded to manipulate antimatter.  right  Strong vs. antifighter frigates, siege fr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
A front line combat frigate crewed by low caste acolytes, it can be upgraded to manipulate antimatter.&lt;br /&gt;
&lt;br /&gt;
[[File:Disciple.jpg|right]]&lt;br /&gt;
&lt;br /&gt;
Strong vs. antifighter frigates, siege frigates, carrier cruisers and utility cruisers.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;quot;AbilityStealAntiMatter&amp;quot;&amp;lt;br/&amp;gt; &amp;quot;AbilityTransferAntiMatter&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp; &amp;amp;nbsp; credits 250&amp;lt;br/&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;metal 40&amp;lt;br/&amp;gt; &amp;amp;nbsp;&amp;amp;nbsp; &amp;amp;nbsp;crystal 0&lt;br /&gt;
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&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
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[[Category:Ships]][[Category:Frigates]][[Category:Advent]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=File:Disciple.jpg&amp;diff=6401</id>
		<title>File:Disciple.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=File:Disciple.jpg&amp;diff=6401"/>
		<updated>2016-10-03T02:05:06Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Particle_Forge&amp;diff=6391</id>
		<title>Particle Forge</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Particle_Forge&amp;diff=6391"/>
		<updated>2016-10-03T00:11:12Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
{| border=&amp;quot;0&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;1&amp;quot; style=&amp;quot;width: 708px;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
| style=&amp;quot;width: 220px;&amp;quot; | &lt;br /&gt;
[[File:ParticleForge.png|center|200x200px|ParticleForge.png]]&lt;br /&gt;
&lt;br /&gt;
| style=&amp;quot;width: 475px; vertical-align: top;&amp;quot; | &lt;br /&gt;
Create your own particle fx quickly and easily using Particle Forge. This tool was used by the developers to create all of the particle fx (i.e., weapons effects) bundled with the game.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Particle Forge&amp;amp;nbsp;&#039;&#039;&#039;comes included with &#039;&#039;&#039;Sins of a Solar Empire:&amp;amp;nbsp;Rebellion.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[File:ParticleForgeDir.png|left|ParticleForgeDir.png]]&lt;br /&gt;
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&lt;br /&gt;
[[File:Particle New.png|left|600px|Open Particle Forge]]&lt;br /&gt;
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[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=File:Remove_Advent_2.png&amp;diff=6371</id>
		<title>File:Remove Advent 2.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=File:Remove_Advent_2.png&amp;diff=6371"/>
		<updated>2016-10-02T23:38:53Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: Myfist0 uploaded a new version of File:Remove Advent 2.png&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Modding_Basics&amp;diff=6361</id>
		<title>Modding Basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Modding_Basics&amp;diff=6361"/>
		<updated>2016-10-02T23:32:21Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== How Mods Work ==&lt;br /&gt;
&lt;br /&gt;
The engine will attempt to find the files it needs in mods before searching the root game path. Mods work by simply providing the different files to use.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Developer EXE ==&lt;br /&gt;
&lt;br /&gt;
All modders should start by taking advantage of the tools included when running the&amp;amp;nbsp;&#039;&#039;&#039;Sins of a Solar Empire Rebellion Dev.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Locate the game install directory and create a shortcut to the Dev.exe and move the shortcut to the desktop.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Sins of a Solar Empire Rebellion\Sins of a Solar Empire Rebellion Dev.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Running the &#039;&#039;&#039;Sins of a Solar Empire Rebellion Dev.exe&amp;amp;nbsp;&#039;&#039;&#039;and clicking show mod path will create the developer mod folder for the current installed version.&lt;br /&gt;
&lt;br /&gt;
[[File:Mod Path.png|left|Mod Path.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Start a New Mod ==&lt;br /&gt;
&lt;br /&gt;
1. Find the [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] that the game will use.&lt;br /&gt;
&lt;br /&gt;
2. Create a new directory here. The name of the directory will be the name of the mod. You must restart the game to see any new mods. You won’t have to restart the engine to change a mod, just to create a new one and have it appear in the list.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Example 1: Remove Advent ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Summary:&#039;&#039;&#039; We are going to remove an entire race from the game. No one will be able to play the Advent in our new Mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
1. Create a new directory in your [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] called “&#039;&#039;&#039;01 - Remove Advent&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\01 - Remove Advent&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
2. Copy the &#039;&#039;&#039;entity.manifest&#039;&#039;&#039;&amp;amp;nbsp;from the&amp;amp;nbsp;[[Reference_Data|&amp;lt;reference data&amp;gt;]]&amp;amp;nbsp;to [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]&#039;&#039;&#039;\01 - Remove Advent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
3.&amp;amp;nbsp;Open the new&amp;amp;nbsp;&#039;&#039;&#039;entity.manifest&#039;&#039;&#039;&amp;amp;nbsp;from the &#039;&#039;&#039;01 - Remove Advent &#039;&#039;&#039;mod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Opening new mod file types for the first time will typically bring up the &amp;quot;Open with&amp;quot; window, choose a favorite text editor like Notepad or [[Modding_Tools|NotePad++]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Search for PlayerPsiLoyalist.entity&amp;amp;nbsp;and remove the entire line.&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 2.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Search for PlayerPsiRebel.entity&amp;amp;nbsp;and remove the entire line.&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 1.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
After both lines are removed, the section should look like this.&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 3.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Scroll to the top and change the count -2.&lt;br /&gt;
&lt;br /&gt;
was&amp;amp;nbsp;&amp;lt;code&amp;gt;entityNameCount 1764&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
now &amp;lt;code&amp;gt;entityNameCount 1762&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 4.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Save the file.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
4. Start the&amp;amp;nbsp;&#039;&#039;&#039;Sins of a Solar Empire Rebellion Dev.exe&#039;&#039;&#039; and enable your new mod. This may take a few seconds, the engine is restarting to use your new mod.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
5. Now setup a new game. Note that you can no longer select the Advent race for you player. It has been removed.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Weak Advent Rebels ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Summary:&#039;&#039;&#039; We are going to add the Advent Rebels&amp;amp;nbsp;back in, but they won’t have the technology to build all of their different capital ships.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
1. Create a new directory in your [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] called “&#039;&#039;&#039;02 - Weak Advent Rebels&#039;&#039;&#039;”&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\02 - Weak Advent Rebels&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
2. Create the “GameInfo” directory inside &#039;&#039;&#039;02 - Weak Advent Rebels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\02 - Weak Advent Rebels\GameInfo&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
3. Copy&amp;amp;nbsp;[[Reference_Data|&#039;&#039;&#039;&amp;lt;reference data&amp;gt;&#039;&#039;&#039;]]\GameInfo\&#039;&#039;&#039;PlayerPsiRebel.entity&#039;&#039;&#039; to&amp;amp;nbsp;[[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]\02 - Weak Advent Rebels\GameInfo\&#039;&#039;&#039;PlayerPsiRebel.entity&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
4. Open up [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]\02 - Weak Advent Rebels\GameInfo\&#039;&#039;&#039;PlayerPsiRebel.entity&#039;&#039;&#039; in your favorite text editor.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
5. Search for “capitalShipInfo”. It should be on line 35 in the file.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
6. Right below “capitalShipInfo”, change the “count 6” to “count 1”, then delete the next 5 lines: &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
You should now see:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
8. Save the file, restart the game and enable this mod. Start the game as Advent Rebels and build the Capital Ship Factory. Note that you can now only build one type of capital ship!&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Example 3: Not So Weak Advent ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Summary:&#039;&#039;&#039; We are going to buff up the only capital ship advent can build from Tutorial 02.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
1. Create a new directory in your [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] called “&#039;&#039;&#039;03 - Not So Weak Advent Rebels&#039;&#039;&#039;”&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
2. Follow steps 2-5 in Tutorial 02. Or simply copy the GameInfo from Tutorial 02 into this tutorial’s directory.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
3. Copy&amp;amp;nbsp;[[Reference_Data|&#039;&#039;&#039;&amp;lt;reference data&amp;gt;&#039;&#039;&#039;]]\GameInfo\&#039;&#039;&#039;CAPITALSHIP_PSIBATTLEPSIONIC.entity&#039;&#039;&#039; to &#039;&#039;&#039;[[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]&#039;&#039;&#039;\03 - Not So Weak Advent Rebels\GameInfo\&#039;&#039;&#039;CAPITALSHIP_PSIBATTLEPSIONIC.entity&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
4. Open&amp;amp;nbsp;CAPITALSHIP_PSIBATTLEPSIONIC.entity in a favorite text editor..&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
5. Search for “MaxHullPoints”. You should see “StartValue 2100.000000” right below it. Change this to “StartValue 1337000”.&lt;br /&gt;
&lt;br /&gt;
Save and close this file.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
6. Copy your “&#039;&#039;&#039;String&#039;&#039;&#039;” directory from [[Reference_Data|&#039;&#039;&#039;&amp;lt;reference data&amp;gt;&#039;&#039;&#039;]] to &#039;&#039;&#039;[[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]&#039;&#039;&#039;\03 - Not So Weak Advent Rebels.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
7. Open up &#039;&#039;&#039;[[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]&#039;&#039;&#039;\03 - Not So Weak Advent Rebels\String\&#039;&#039;&#039;English.str&#039;&#039;&#039; in your favorite text editor.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
8. Search for “IDS_CAPITALSHIP_PSIBATTLEPSIONIC_NAME”. Right below this should be:&lt;br /&gt;
&lt;br /&gt;
Value “Rapture Battlecruiser”&lt;br /&gt;
&lt;br /&gt;
change this to:&lt;br /&gt;
&lt;br /&gt;
Value “Super Duper Cruiser”&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Modding_Basics&amp;diff=6351</id>
		<title>Modding Basics</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Modding_Basics&amp;diff=6351"/>
		<updated>2016-10-02T23:00:44Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== How Mods Work ==&lt;br /&gt;
&lt;br /&gt;
The engine will attempt to find the files it needs in mods before searching the root game path. Mods work by simply providing the different files to use.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Developer EXE ==&lt;br /&gt;
&lt;br /&gt;
All modders should start by taking advantage of the tools included when running the&amp;amp;nbsp;&#039;&#039;&#039;Sins of a Solar Empire Rebellion Dev.exe&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Locate the game install directory and create a shortcut to the Dev.exe and move the shortcut to the desktop.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Sins of a Solar Empire Rebellion\Sins of a Solar Empire Rebellion Dev.exe&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Running the &#039;&#039;&#039;Sins of a Solar Empire Rebellion Dev.exe&amp;amp;nbsp;&#039;&#039;&#039;and clicking show mod path will create the developer mod folder for the current installed version.&lt;br /&gt;
&lt;br /&gt;
[[File:Mod Path.png|left|Mod Path.png]]&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
== Start a New Mod ==&lt;br /&gt;
&lt;br /&gt;
1. Find the [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] that the game will use.&lt;br /&gt;
&lt;br /&gt;
2. Create a new directory here. The name of the directory will be the name of the mod. You must restart the game to see any new mods. You won’t have to restart the engine to change a mod, just to create a new one and have it appear in the list.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Example 1: Reference Data ===&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br/&amp;gt; &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== &amp;amp;nbsp; ===&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Remove Advent ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Summary:&#039;&#039;&#039; We are going to remove an entire race from the game. No one will be able to play the Advent in our new Mod.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
1. Create a new directory in your [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] called “&#039;&#039;&#039;01 - Remove Advent&#039;&#039;&#039;”.&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\01 - Remove Advent&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
2. Locate the &#039;&#039;&#039;Sins of a Solar Empire&amp;amp;nbsp;Rebellion&#039;&#039;&#039;&amp;amp;nbsp;Install directory, or&#039;&#039;&#039;&amp;amp;nbsp;&#039;&#039;&#039;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
Example:[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Program Files (x86)\Steam\steamapps\common\Sins of a Solar Empire Rebellion&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Copy the &#039;&#039;&#039;entity.manifest&#039;&#039;&#039;&amp;amp;nbsp;from the&amp;amp;nbsp;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]&#039;&#039;&#039;to&#039;&#039;&#039; [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]&#039;&#039;&#039;\01 - Remove Advent&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
3.&amp;amp;nbsp;Open the new&amp;amp;nbsp;&#039;&#039;&#039;entity.manifest&#039;&#039;&#039;&amp;amp;nbsp;from the &#039;&#039;&#039;01 - Remove Advent &#039;&#039;&#039;mod.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: Opening new mod file types for the first time will typically bring up the &amp;quot;Open with&amp;quot; window, choose a favorite text editor like Notepad or [[Modding_Tools|NotePad++]].&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Search for PlayerPsiLoyalist.entity&amp;amp;nbsp;and remove the entire line.&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 2.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Search for PlayerPsiRebel.entity&amp;amp;nbsp;and remove the entire line.&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 1.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
After both lines are removed, the section should look like this.&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 3.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Scroll to the top and change the count -2.&lt;br /&gt;
&lt;br /&gt;
was&amp;amp;nbsp;&amp;lt;code&amp;gt;entityNameCount 1764&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
now &amp;lt;code&amp;gt;entityNameCount 1762&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[File:Remove Advent 4.png|RTENOTITLE]]&lt;br /&gt;
&lt;br /&gt;
Save the file.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
4. Start the&amp;amp;nbsp;&#039;&#039;&#039;Sins of a Solar Empire Rebellion Dev.exe&#039;&#039;&#039; and enable your new mod. This may take a few seconds, the engine is restarting to use your new mod.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
5. Now setup a new game. Note that you can no longer select the Advent race for you player. It has been removed.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Example 2: Weak Advent ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Summary:&#039;&#039;&#039; We are going to add the Advent Rebels&amp;amp;nbsp;back in, but they won’t have the technology to build all of their different capital ships.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
1. Create a new directory in your [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] called “&#039;&#039;&#039;02 - Weak Advent Rebels&#039;&#039;&#039;”&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\02 - Weak Advent Rebels&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
2. Create the “GameInfo” directory inside &#039;&#039;&#039;02 - Weak Advent Rebels&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Example:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;code&amp;gt;C:\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Mods-Rebellion v1.85 Dev\02 - Weak Advent Rebels\GameInfo&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
3. Copy&amp;amp;nbsp;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]\GameInfo\PlayerPsiRebel.entity to&amp;amp;nbsp;[[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]\02 - Weak Advent Rebels\GameInfo\PlayerPsiRebel.entity&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
4. [[Convert_Data|Convert]]&amp;amp;nbsp;PlayerPsiRebel.entity to TXT format.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
5. Open up [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]\02 - Weak Advent Rebels\GameInfo\PlayerPsiRebel.entity in your favorite text editor.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
6. Search for “capitalShipInfo”. It should be on line 35 in the file.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
7. Right below “capitalShipInfo”, change the “count 6” to “count 1”, then delete the next 5 lines: &amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
You should now see:&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
8. Save the file, restart the game and enable this mod. Start the game as Advent Rebels and build the Capital Ship Factory. Note that you can now only build one type of capital ship!&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
=== Example 3: Not So Weak Advent ===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Summary:&#039;&#039;&#039; We are going to buff up the only capital ship advent can build from Tutorial 02.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
1. Create a new directory in your [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]] called “&#039;&#039;&#039;03 - Not So Weak Advent Rebels&#039;&#039;&#039;”&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
2. Follow steps 2-5 in Tutorial 02. Or simply copy the GameInfo from Tutorial 02 into this tutorial’s directory.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
3. Copy&amp;amp;nbsp;[[Install_Directory|&amp;lt;Sins Path&amp;gt;]]\GameInfo\CAPITALSHIP_PSIBATTLEPSIONIC.entity to [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]\03 - Not So Weak Advent Rebels\GameInfo\CAPITALSHIP_PSIBATTLEPSIONIC.entity.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
4. [[Convert_Data|Convert]]&amp;amp;nbsp;CAPITALSHIP_PSIBATTLEPSIONIC.entity to TXT format.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
5. Open&amp;amp;nbsp;CAPITALSHIP_PSIBATTLEPSIONIC.entity in a favorite text editor..&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
6. Search for “MaxHullPoints”. You should see “StartValue 2100.000000” right below it. Change this to “StartValue 1337000”.&lt;br /&gt;
&lt;br /&gt;
Save and close this file.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
7. Copy your “&#039;&#039;&#039;String&#039;&#039;&#039;” directory from [[Install_Directory|&amp;lt;Sins Path&amp;gt;]] to [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]\03 - Not So Weak Advent Rebels.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
8. Open up [[Setting-up_Mods#Mod_Path|&amp;lt;Mod Path&amp;gt;]]\03 - Not So Weak Advent Rebels\String\English.str in your favorite text editor.&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
9. Search for “IDS_CAPITALSHIP_PSIBATTLEPSIONIC_NAME”. Right below this should be:&lt;br /&gt;
&lt;br /&gt;
Value “Rapture Battlecruiser”&lt;br /&gt;
&lt;br /&gt;
change this to:&lt;br /&gt;
&lt;br /&gt;
Value “Super Duper Cruiser”&lt;br /&gt;
&lt;br /&gt;
&amp;amp;nbsp;&lt;br /&gt;
&lt;br /&gt;
[[Category:Modding]]&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=File:Sins_Modding_Tools.png&amp;diff=6331</id>
		<title>File:Sins Modding Tools.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=File:Sins_Modding_Tools.png&amp;diff=6331"/>
		<updated>2016-10-02T21:55:07Z</updated>

		<summary type="html">&lt;p&gt;Centaurianmudpig: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Centaurianmudpig</name></author>
	</entry>
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