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	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Pirates&amp;diff=631</id>
		<title>Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Pirates&amp;diff=631"/>
		<updated>2016-06-28T20:15:31Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pirates&#039;&#039;&#039; are an independent faction present in every match unless specified otherwise in the map creator. Pirates can be used to attack an opposing player via the bounty page, though credits used on the page cannot be reclaimed once added to the bounty. The other players can do this as well. Placing bounties is completely anonymous.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Piracy is a constant problem in the galaxy with raids taking place on a regular basis by the unscrupulous. Those who take part in piracy don‘t care who they attack as they have no political views on the subject. They go where the money is, which is determined in part by Bounty.&lt;br /&gt;
&lt;br /&gt;
Bounty is essentially an anonymous way for empires to attack one another. By placing Bounty against another empire, you‘re placing a reward for any ship, structure or world which is destroyed by either the Pirates or another empire. Bounty is collected in this way until it is exhausted. This is a key method of getting others to do your dirty work for you, or to secretly wipe out allies.&lt;br /&gt;
&lt;br /&gt;
=== Threat indicator ===&lt;br /&gt;
&lt;br /&gt;
Shows the current estimate of the size of the next pirate attack in the galaxy based on the total bounty, the number of lucrative raid targets and otherfactors. In general, when there is more profit to be made, there are more pirates to be had. Pirate fleets will grow stronger the more bounty that they acquire from raiding.&lt;br /&gt;
&lt;br /&gt;
===Bounty List===&lt;br /&gt;
&lt;br /&gt;
Players can anonymously place bounties on other empires and see what the current bounty is on each faction. Players that are currently being raided are indicated by a pirate sword beside their bounty. Whoever has the highest bounty becomes the target for the pirate. Other players can aquire bounty by attacking the player with the bounty on their head.&lt;br /&gt;
&lt;br /&gt;
===Wanted===&lt;br /&gt;
&lt;br /&gt;
A window will show the current target for the next pirate raid and the bounty against them. Should the bounty against every faction be zero (as is common at the start of a game), the Pirates will attack a random target.&lt;br /&gt;
&lt;br /&gt;
===Launch Timer===&lt;br /&gt;
&lt;br /&gt;
Is a timer, which countdowns to the next pirate raid. When the timer expires, the red skull will start to flash indicating that there is a brief amount of time before the pirates launch. This gives each empire a last second opportunity to outbid their neighbors to determine the pirates’ target.&lt;br /&gt;
&lt;br /&gt;
==Pirate Missions==&lt;br /&gt;
&lt;br /&gt;
Pirate missions work the same away as any other, except that an empire can instead guarantee cooperation by hiring out to those with no diplomatic ties to worry about. However, unlike dealing with legitimate governments, the Pirates will only work for those able to meet their price - and accept only credits for payment.&lt;br /&gt;
&lt;br /&gt;
To offer the Pirates a mission, click the Offer Mission button at the bottom of the Pirates screen. From the mission generator, you can specify the type of attack you need, the target faction, and the planet to be assaulted. Pirates will always accept and carry out your mission if you can meet their price, but the number of ships they send cannot exceed the current raid strength level.&lt;br /&gt;
&lt;br /&gt;
Note: Pirates will accept a mission to attack the TEC Rebel faction. However, if the enemy TEC rebel faction has researched the tech that grants alliance between them and the pirates, the pirates will only travel there and not attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anti-Pirate Strategies==&lt;br /&gt;
&lt;br /&gt;
Pirates have three big weaknesses. They lack shields (meaning no Shield Mitigation), they don&#039;t have any support cruisers or carrier cruisers, and they just charge straight at the enemy like the militia do. You can use these to your advantage to beat the pirates much more easily.&lt;br /&gt;
*Using repair bays to keep turrets, capital ships, or starbases alive, you can defeat vastly larger pirate forces with only taking low casualties.&lt;br /&gt;
*Mines are a great way to kill pirates. They can easily be lured through minefields over and over again. A couple scouts (to act as bait) and a minelayer can defeat large pirate forces.&lt;br /&gt;
*If you have two Novalith Cannons as TEC, you can destroy the pirate base from a distance, ending the pirate threat once and for all.&lt;br /&gt;
*The pirates lack long-range units and strike craft. Using the Advent Iconus Guardian and its Repulsion ability, you can keep the pirates out of weapon range while still being able to shoot them with long-range units of your own (such as the Illuminator Vessel).&lt;br /&gt;
*Since pirates lack their own strike craft, you can switch all fighter craft to bomber craft without worrying about hostile bombers. Pirate bases however have Hangar Defenses and Repair Platforms.&lt;br /&gt;
*Pirate units are easily distracted by scouts. You can often send pirates on a long wild goose chase while you do something underhanded, like lay mines or build a starbase or attack them with carriers (or all three at once!).&lt;br /&gt;
*The pirate base is unaffected by culture as they have no population. You cannot use culture or Deliverance Engines to turn them neutral, the same as with neutral colonies in custom games.&lt;br /&gt;
*Researching the Truce Amongst Rogues upgrade in the Diplomacy menu as a TEC Rebel will end the Pirate threat as it will turn them into permanent allies.&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Pirates&amp;diff=621</id>
		<title>Pirates</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Pirates&amp;diff=621"/>
		<updated>2016-06-28T20:09:51Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: Created page with &amp;quot;&amp;#039;&amp;#039;&amp;#039;Pirates&amp;#039;&amp;#039;&amp;#039; are an independent faction present in every match unless specified otherwise in the map creator. Pirates can be used to attack an opposing player via the bounty...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Pirates&#039;&#039;&#039; are an independent faction present in every match unless specified otherwise in the map creator. Pirates can be used to attack an opposing player via the bounty page, though credits used on the page cannot be reclaimed once added to the bounty. The other players can do this as well. Placing bounties is completely anonymous.&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
&lt;br /&gt;
Piracy is a constant problem in the galaxy with raids taking place on a regular basis by the unscrupulous. Those who take part in piracy don‘t care who they attack as they have no political views on the subject. They go where the money is, which is determined in part by Bounty.&lt;br /&gt;
&lt;br /&gt;
Bounty is essentially an anonymous way for empires to attack one another. By placing Bounty against another empire, you‘re placing a reward for any ship, structure or world which is destroyed by either the Pirates or another empire. Bounty is collected in this way until it is exhausted. This is a key method of getting others to do your dirty work for you, or to secretly wipe out allies.&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
[[File:Piratebase.png|left|400px]]&lt;br /&gt;
&lt;br /&gt;
=== Threat indicator ===&lt;br /&gt;
&lt;br /&gt;
Shows the current estimate of the size of the next pirate attack in the galaxy based on the total bounty, the number of lucrative raid targets and otherfactors. In general, when there is more profit to be made, there are more pirates to be had. Pirate fleets will grow stronger the more bounty that they acquire from raiding.&lt;br /&gt;
&lt;br /&gt;
===Bounty List===&lt;br /&gt;
&lt;br /&gt;
Players can anonymously place bounties on other empires and see what the current bounty is on each faction. Players that are currently being raided are indicated by a pirate sword beside their bounty. Whoever has the highest bounty becomes the target for the pirate. Other players can aquire bounty by attacking the player with the bounty on their head.&lt;br /&gt;
&lt;br /&gt;
===Wanted===&lt;br /&gt;
&lt;br /&gt;
A window will show the current target for the next pirate raid and the bounty against them. Should the bounty against every faction be zero (as is common at the start of a game), the Pirates will attack a random target.&lt;br /&gt;
&lt;br /&gt;
===Launch Timer===&lt;br /&gt;
&lt;br /&gt;
Is a timer, which countdowns to the next pirate raid. When the timer expires, the red skull will start to flash indicating that there is a brief amount of time before the pirates launch. This gives each empire a last second opportunity to outbid their neighbors to determine the pirates’ target.&lt;br /&gt;
&lt;br /&gt;
==Pirate Missions==&lt;br /&gt;
&lt;br /&gt;
Pirate missions work the same away as any other, except that an empire can instead guarantee cooperation by hiring out to those with no diplomatic ties to worry about. However, unlike dealing with legitimate governments, the Pirates will only work for those able to meet their price - and accept only credits for payment.&lt;br /&gt;
&lt;br /&gt;
To offer the Pirates a mission, click the Offer Mission button at the bottom of the Pirates screen. From the mission generator, you can specify the type of attack you need, the target faction, and the planet to be assaulted. Pirates will always accept and carry out your mission if you can meet their price, but the number of ships they send cannot exceed the current raid strength level.&lt;br /&gt;
&lt;br /&gt;
Note: Pirates will accept a mission to attack the TEC Rebel faction. However, if the enemy TEC rebel faction has researched the tech that grants alliance between them and the pirates, the pirates will only travel there and not attack them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Anti-Pirate Strategies==&lt;br /&gt;
Pirates have three big weaknesses. They lack shields (meaning no [[Shield Mitigation]]), they don&#039;t have any support cruisers or carrier cruisers, and they just charge straight at the enemy like the militia do. You can use these to your advantage to beat the pirates much more easily.&lt;br /&gt;
*Using repair bays to keep turrets, capital ships, or starbases alive, you can defeat vastly larger pirate forces with only taking low casualties.&lt;br /&gt;
*Mines are a great way to kill pirates. They can easily be lured through minefields over and over again. A couple scouts (to act as bait) and a minelayer can defeat large pirate forces.&lt;br /&gt;
*If you have two Novalith Cannons as TEC, you can destroy the pirate base from a distance, ending the pirate threat once and for all.&lt;br /&gt;
*The pirates lack long-range units and strike craft. Using the Advent [[Iconus Guardian]] and its [[Repulsion]] ability, you can keep the pirates out of weapon range while still being able to shoot them with long-range units of your own (such as the [[Illuminator Vessel]]).&lt;br /&gt;
*Since pirates lack their own strike craft, you can switch all fighter craft to bomber craft without worrying about hostile bombers. Pirate bases however have [[Hangar Defense]]s and [[Repair Platform]]s.&lt;br /&gt;
*Pirate units are easily distracted by scouts. You can often send pirates on a long wild goose chase while you do something underhanded, like lay mines or build a starbase or attack them with carriers (or all three at once!).&lt;br /&gt;
&lt;br /&gt;
*The pirate base is unaffected by culture as they have no population. You cannot use culture or [[Deliverance Engine]]s to turn them neutral, the same as with neutral colonies in custom games.&lt;br /&gt;
*Researching the [[Truce Amongst Rogues]] upgrade in the Diplomacy menu as a TEC Rebel will end the Pirate threat as it will turn them into permanent allies.&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[TEC]]&lt;br /&gt;
*[[Advent]]&lt;br /&gt;
*[[Vasari]]&lt;br /&gt;
*[[Pirate Base]]&lt;br /&gt;
==Pirate Ships==&lt;br /&gt;
{{PirateShips}}&lt;br /&gt;
[[Category:Pirates|*]]&lt;br /&gt;
[[Category:Factions]]&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Vasari&amp;diff=611</id>
		<title>Vasari</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Vasari&amp;diff=611"/>
		<updated>2016-06-28T20:08:44Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Vasari&#039;&#039;&#039; were once part of an ancient empire that was destroyed by an unknown threat that sent them on the run, right into conflict with the [[TEC]] and the [[Advent]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The ancient Vasari Empire once ruled over countless worlds. Beginning at the galactic core, the empire expanded uniformly, and brought hundreds of alien races under its control. While most of the species the Vasari encountered were primitive and peacefully subjugated, more advanced civilizations were harshly enslaved. Once conquered, these species were integrated into Vasari society as “valued citizens,” giving them minimal standing in the Empire. Each world was then locked down and ruled from vast orbital structures in order to minimize the chance of rebellion.&lt;br /&gt;
&lt;br /&gt;
As with all empires, the Vasari civilization&#039;s fall began from within. Ten thousand years ago the inner worlds of the empire suddenly fell silent. Expecting nothing more than rebellion by the local species, a local wing of the Dark Fleet was sent to restore order, but no status reports were ever received. Soon they lost contact with three more worlds, and while Internal Intelligence deliberated on the response of what could only be the work of traitors, several more worlds went dark – including the ancient Vasari homeworld.&lt;br /&gt;
&lt;br /&gt;
The rate of expansion of this unknown enemy was astonishing, far exceeding even that of the entire Dark Fleet. As a last resort, the Dark Fleet Veerr brought the bulk of their forces back from the expansionary frontier for a blind assault on whatever was eating its way out of the empire‘s core worlds. When a single, heavily damaged warship from the Dark Fleet appeared out of phase space in orbit of a planet on the empire‘s perimeter, the inhabitants decided to board the ship. What they found were the remains of a once battle-hardened crew driven mad with fear.&lt;br /&gt;
&lt;br /&gt;
In a rare act of autonomy, the colony made the decision to evacuate to a system far from the Empire. It would prove to be the last time they would ever see Vasari space. For the next 10,000 years the Vasari refugee fleet travelled from system to system, dropping warning beacons on their way, spending only enough time to replenish their resources before moving on. No matter how far the Vasari travel, their warning beacons fall silent; their unknown adversary continues its march toward their extermination.&lt;br /&gt;
&lt;br /&gt;
They eventually arrived in Trader Space crushing any militia that was in their way and enslaving the populace of the worlds under their control. This continued until the arrival of the TEC a new military force backed by the Traders to fight the Vasari. The once-clear advantage the Vasari held against the Traders quickly dissipated into a tug of war for control.&lt;br /&gt;
&lt;br /&gt;
Ten years later, a new foe known as the Advent, psionically gifted cousins of the TEC humans, arrived on the Eastern fringe of the Trader Space. The TEC had to divert forces giving the Vasari the chance to advance against the Coalition. The battles began to take their tolls until the development of Starbases to fortify their territories. The three races met at a standstill unable to push territories without the loss of a great amount of their forces.&lt;br /&gt;
&lt;br /&gt;
Five years after the fortification of their systems diplomacy was finally given a chance. The Vasari knew the ancient enemy was going to arrive soon and a consensus on what to do needed to be made. From here the internal workings of the Vasari shifted and two philosophies developed. One being the original concept of &amp;quot;Evacuate, Siphon, Run&amp;quot; and the other belief that the Vasari needed to stop running and needed to make a stand against the Ancient Enemy alongside the Advent and the TEC. The two philosophies eventually split the Vasari fleet in two as they parted ways.&lt;br /&gt;
&lt;br /&gt;
==Vasari Culture==&lt;br /&gt;
&lt;br /&gt;
Vasari culture is unique compared to the other two races. Where both the TEC and Advent function on progression and free will, many Vasari fleets make use of enforced labor to further the needs of their empire&#039;s growth. It wasn&#039;t until very recently that many Vasari began working in cooperation with the other races, and gave up on using slavery as a primary means of production.&lt;br /&gt;
&lt;br /&gt;
Another large portion of Vasari culture is the use of eugenics to &amp;quot;advance&amp;quot; Vasari growth. This is done through directed reproduction and the artificial augmentation of their genome. Genetic adaptation is also used on humans to increase their survivability on different types of planets. Examples of this process include genetic changes to respiration so that toxic atmospheres can be survived without the need for environmental suits, or to produce massively increased sub-dermal fat to increase body temperature on frigid worlds.&lt;br /&gt;
&lt;br /&gt;
Nanomedicine is also used to improve living conditions under Vasari rule, increasing the life span of their subjects or introducing nanites into the bloodstream of Vasari subjects to increase survivability from any traumatic force.&lt;br /&gt;
&lt;br /&gt;
==Vasari Technology==&lt;br /&gt;
&lt;br /&gt;
Vasari Technology is far more advanced than the industrious TEC&#039;s and is only rivaled by the PsiTech of the Advent. They specialize in genetic manipulation, nanotechnology, and phase space technology.&lt;br /&gt;
&lt;br /&gt;
===Nanotechnology===&lt;br /&gt;
&lt;br /&gt;
Vasari have a huge specialization in Nanotechnology. It is used in the daily life of almost every citizen under Vasari rule. It has versatile uses such as making spacecraft armor more laced and decreasing their mass, or improving the quality of products that are used in Vasari trading goods as well as medicinal uses. Vasari Nanites also have offensive purposes such as jamming enemy space craft, repairing their own, or even being used in strikes against enemy orbital structures.&lt;br /&gt;
&lt;br /&gt;
===Phase Technology===&lt;br /&gt;
&lt;br /&gt;
Vasari phase mastery is incomparable, and they possess the strongest sensors in the known universe being able to detect all enemy movement across multiple star systems. The Vasari&#039;s knowledge of phase space is so vast that they can even hide their ships and orbital structures within it should it be deemed necessary. Their FTL communications systems are also very specialized allowing them to field much larger fleets than both the Advent or TEC.&lt;br /&gt;
&lt;br /&gt;
Testaments to the power of Vasari knowledge of phase space are the Kostura Cannon and Phase Stabilizer, the latter of which allows them to create their own phase lanes to increase the mobility of their fleets.&lt;br /&gt;
&lt;br /&gt;
==Vasari Gameplay Properties==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vasari Fleet Properties:&#039;&#039;&#039;&lt;br /&gt;
*Vasari frigates and corvettes tend to be individually heavier than their TEC and Advent counterparts, with superior durability and firepower per ship. However, they are also significantly more expensive than their human equivalents in terms of credits, resources and fleet supply. As a result, they tend to have the lowest cost and supply efficiency for their class.&lt;br /&gt;
*The Vasari acquire Long Range Frigate|long-range frigates earlier than the other factions, requiring only 1 Weapons Lab. They acquire corvettes later than the other factions, needing 2 Weapons Labs.&lt;br /&gt;
*Vasari cruisers are all very powerful and useful. The Overseer acts as their healing/defensive support cruiser while the Subverter is their disruptive/offensive support cruiser, and both are extremely effective at their roles. The Enforcer is the Vasari&#039;s heavy combat cruiser, and is a class leader in terms of both individual power and cost/supply efficiency.&lt;br /&gt;
*The Vasari do not have an an anti-structure cruiser, but instead have a dedicated minelayer, the Ruiner. This ship allows them to use mines more flexibly and offensively than the other factions, as unlike the TEC they can be laid in hostile or uncolonizable gravity wells, and unlike the Advent, they do not require any antimatter or use of squadrons.&lt;br /&gt;
*Vasari ships exhibit a balance between hull durability and shield power, with stronger shields and weaker hulls and armor than the TEC, but weaker shields and stronger hulls and armor than the Advent. The Vasari have moderate research options in both armor and shielding.&lt;br /&gt;
*Vasari ships wield energy weapons or phase missiles, or both. Phase missiles are the only weapon in the game capable of bypassing shields and shield mitigation, and their chance to do so scales strongly with research, making them perhaps the most lucrative branch of weapons research in the game. The ability to bypass mitigation makes them powerful against any target that has shielding, and in particular against capital ships and titans which have very high maximum mitigation. Phase missiles are also exceptionally powerful against Advent ships whose durability is comprised primarily of shield points, with relatively weak and poorly-armored hulls beneath them.&lt;br /&gt;
*Vasari strikecraft are individually much tougher and offensively powerful than those of the other factions, but have fewer units per squadron, with only 3 bombers or 4 fighters per squad. This is an advantage against area-effect abilities such as Flak Burst or Telekinetic Push as they remove a smaller fraction of overall squadron hit points. Vasari bombers also have the advantage of using phase missiles, which makes them exceptionally dangerous in the late game.&lt;br /&gt;
*The Vasari&#039;s colonizing capital ship is the Jarrasul Evacuator, which temporarily provides extra construction frigates upon colonization. It&#039;s also a respectable warship with its powerful Nano Disassembler and Gravity Warhead abilities, and later on becomes a fearsome planet-bomber with Drain Planet.&lt;br /&gt;
*The Vasari&#039;s multipurpose battleship is the Kortul Devastator, which can absorb significant amounts of firepower thanks to its sheer resilience and Power Surge ability, defend against massed strikecraft attacks with Jam Weapons, drain antimatter from enemy ships and interrupt their abilities with Disruptive Strikes, and eventually do chaining area-effect damage with Volatile Nanites.&lt;br /&gt;
*The Vasari&#039;s capital-sized carrier is the Skirantra Carrier, which in addition to providing significant long-range firepower with its squadrons, also acts as a mobile repair platform with its Repair Cloud ability, and can temporarily enhance its fleet&#039;s firepower with abilities such as Scramble Bombers and Replicate Forces.&lt;br /&gt;
*The Vasari Loyalists&#039; Vorastra Titan emphasizes mobility, both on a strategic level with its ability to Deploy Phase Stabilizers, and on a tactical level with its in-gravity-well Micro Phase Jump, which makes it by far the most agile titan. It is also the only titan to do area effect damage with its standard weapons fire, thanks to the passive Desperation ability. In addition to this, the Vorastra is very tough even by titan standards and the Micro Phase Jump and Desperation make it even harder to bring down. Finally, at high levels it can use The Maw, increasing its threat value significantly.&lt;br /&gt;
*The Vasari Rebels&#039; Kultorask Titan is a relatively fleet-support oriented titan, with its abilities all based around combinations with Nano Leech. It can disable enemy frigates, drain their health and antimatter, deal significant area-effect damage at higher levels, and heal its allied fleet. It is however relatively weak against strikecraft and corvettes and cannot concentrate its firepower as well as the Vorastra. Its lethality against frigates however skews the enemy&#039;s ideal fleet composition towards strikecraft and corvettes or capital ships, and this fact can give the Vasari player a strategic upper hand in terms of ship counters.&lt;br /&gt;
&#039;&#039;&#039;Vasari Defense Properties:&#039;&#039;&#039;&lt;br /&gt;
*Vasari acquire repair facilities with only 1 Weapons Lab, but they are weaker than those of the other factions and cannot be upgraded.&lt;br /&gt;
*Vasari starbases are uniquely advantaged over their human counterparts in that they are easier to research (with only 2 Weapons Labs required), are created from colony frigates as opposed to dedicated construction cruisers, and are capable of moving around within the gravity well in which they are built. This makes them a powerful force multiplier in the early game and an important strategic tool. Their mobility enables them to move into enemy fleets and open fire with all of their weapons batteries, and their durability can be upgraded to greater levels than the starbases of the other factions. The trade-off for these advantages is that Vasari starbases do not possess any area-effect abilities, and hence do not scale as well as human starbases against massed fleets.&lt;br /&gt;
*Vasari defense turrets are armed with phase missiles and can be upgraded with the Disruptor Nanites ability, which makes them relatively strong against any capital ships and titans that come in range, as the ability to temporarily disable hull, shield and antimatter regeneration has a greater numerical impact on these larger vessels.&lt;br /&gt;
*Vasari hangar defenses can be equipped with the Phasic Trap ability, allowing them to temporarily phase out limited numbers of enemy strikecraft.&lt;br /&gt;
*Vasari can research Phase Jump Inhibitors with only 2 Weapons Labs, giving them the earliest access to the technology.&lt;br /&gt;
*Vasari can acquire the ability to detect inbound phase jumps with only 1 Imperial Lab, and can gain interstellar travel with only 2, earlier than any other faction. With 8 Imperial Labs they can research the ability to detect all phase jumps occurring anywhere on the map.&lt;br /&gt;
*Vasari can build Phase Stabilizer structures after conducting the necessary research requiring 5 Imperial Labs. This gives them a unique advantage in the ability to create direct phase links between otherwise distant gravity wells within a star system. This means that their fleet can defend or attack several fronts with relative ease, and reinforcements can quickly be delivered to the front lines from production facilities located safely at core planets. With further research, starbases can be upgraded with Phase Stabilizer Arrays to create even more secure portals. Various alignment-specific abilities such as the Loyalists&#039; Deploy Phase Stabilizer, and the Rebels&#039; Starbase Mobilization and Shared Network technologies further increase the strategic options that Phase Stabilizers create. And finally, the Vasari&#039;s superweapon, the Kostura Cannon, can turn the Stabilizers into a dangerous late-game offensive tool by allowing the creation of portals deep inside enemy territory, bypassing border defenses and giving the Vasari fleet extreme strategic mobility.&lt;br /&gt;
&#039;&#039;&#039;Vasari Economy Properties:&#039;&#039;&#039;&lt;br /&gt;
*Vasari scouts are uniquely advantaged in that they can capture resource extractors in uncolonizable gravity wells, something that the human factions need colony frigates to do. This has the potential to give a Vasari player an early game resource advantage, depending on how abundant neutral extractors are on the map.&lt;br /&gt;
*Vasari acquire trade the latest of all the factions, needing 4 Imperial Labs in order to do so. This makes their credit economy somewhat slower to build up. They can however upgrade their trade abilities with further research, which strengthens their late-game economy.&lt;br /&gt;
*Vasari can upgrade the population of volcanic planets further than any other faction, although the research is expensive and is of limited utility given that volcanics still support relatively small populations.&lt;br /&gt;
*Vasari can improve their metal and crystal production simultaneously with shared research topics, as opposed to the separate research topics of the other factions.&lt;br /&gt;
*Vasari can research technology to improve population growth rates early on.&lt;br /&gt;
*Vasari have research that improves resource gain on scuttling.&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Vasari&amp;diff=601</id>
		<title>Vasari</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Vasari&amp;diff=601"/>
		<updated>2016-06-28T19:56:28Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: /* Vasari Gameplay Properties */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Vasari&#039;&#039;&#039; were once part of an ancient empire that was destroyed by an unknown threat that sent them on the run, right into conflict with the [[TEC]] and the [[Advent]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The ancient Vasari Empire once ruled over countless worlds. Beginning at the galactic core, the empire expanded uniformly, and brought hundreds of alien races under its control. While most of the species the Vasari encountered were primitive and peacefully subjugated, more advanced civilizations were harshly enslaved. Once conquered, these species were integrated into Vasari society as “valued citizens,” giving them minimal standing in the Empire. Each world was then locked down and ruled from vast orbital structures in order to minimize the chance of rebellion.&lt;br /&gt;
&lt;br /&gt;
As with all empires, the Vasari civilization&#039;s fall began from within. Ten thousand years ago the inner worlds of the empire suddenly fell silent. Expecting nothing more than rebellion by the local species, a local wing of the [[Dark Fleet]] was sent to restore order, but no status reports were ever received. Soon they lost contact with three more worlds, and while Internal Intelligence deliberated on the response of what could only be the work of traitors, several more worlds went dark – including the ancient Vasari homeworld.&lt;br /&gt;
&lt;br /&gt;
The rate of expansion of this unknown enemy was astonishing, far exceeding even that of the entire Dark Fleet. As a last resort, the Dark Fleet Veerr brought the bulk of their forces back from the expansionary frontier for a blind assault on whatever was eating its way out of the empire‘s core worlds. When a single, heavily damaged warship from the Dark Fleet appeared out of phase space in orbit of a planet on the empire‘s perimeter, the inhabitants decided to board the ship. What they found were the remains of a once battle-hardened crew driven mad with fear.&lt;br /&gt;
&lt;br /&gt;
In a rare act of autonomy, the colony made the decision to evacuate to a system far from the Empire. It would prove to be the last time they would ever see Vasari space. For the next 10,000 years the Vasari refugee fleet travelled from system to system, dropping warning beacons on their way, spending only enough time to replenish their resources before moving on. No matter how far the Vasari travel, their warning beacons fall silent; their unknown adversary continues its march toward their extermination.&lt;br /&gt;
&lt;br /&gt;
They eventually arrived in Trader Space crushing any militia that was in their way and enslaving the populace of the worlds under their control. This continued until the arrival of the TEC a new military force backed by the Traders to fight the Vasari. The once-clear advantage the Vasari held against the Traders quickly dissipated into a tug of war for control.&lt;br /&gt;
&lt;br /&gt;
Ten years later, a new foe known as the Advent, psionically gifted cousins of the TEC humans, arrived on the Eastern fringe of the Trader Space. The TEC had to divert forces giving the Vasari the chance to advance against the Coalition. The battles began to take their tolls until the development of Starbases to fortify their territories. The three races met at a standstill unable to push territories without the loss of a great amount of their forces.&lt;br /&gt;
&lt;br /&gt;
Five years after the fortification of their systems diplomacy was finally given a chance. The Vasari knew the ancient enemy was going to arrive soon and a consensus on what to do needed to be made. From here the internal workings of the Vasari shifted and two philosophies developed. One being the original concept of &amp;quot;Evacuate, Siphon, Run&amp;quot; and the other belief that the Vasari needed to stop running and needed to make a stand against the Ancient Enemy alongside the Advent and the TEC. The two philosophies eventually split the Vasari fleet in two as they parted ways.&lt;br /&gt;
&lt;br /&gt;
==Vasari Culture==&lt;br /&gt;
&lt;br /&gt;
Vasari culture is unique compared to the other two races. Where both the TEC and Advent function on progression and free will, many Vasari fleets make use of enforced labor to further the needs of their empire&#039;s growth. It wasn&#039;t until very recently that many Vasari began working in cooperation with the other races, and gave up on using slavery as a primary means of production.&lt;br /&gt;
&lt;br /&gt;
Another large portion of Vasari culture is the use of eugenics to &amp;quot;advance&amp;quot; Vasari growth. This is done through directed reproduction and the artificial augmentation of their genome. Genetic adaptation is also used on humans to increase their survivability on different types of planets. Examples of this process include genetic changes to respiration so that toxic atmospheres can be survived without the need for environmental suits, or to produce massively increased sub-dermal fat to increase body temperature on frigid worlds.&lt;br /&gt;
&lt;br /&gt;
Nanomedicine is also used to improve living conditions under Vasari rule, increasing the life span of their subjects or introducing nanites into the bloodstream of Vasari subjects to increase survivability from any traumatic force.&lt;br /&gt;
&lt;br /&gt;
==Vasari Technology==&lt;br /&gt;
&lt;br /&gt;
Vasari Technology is far more advanced than the industrious TEC&#039;s and is only rivaled by the PsiTech of the Advent. They specialize in genetic manipulation, nanotechnology, and phase space technology.&lt;br /&gt;
&lt;br /&gt;
===Nanotechnology===&lt;br /&gt;
&lt;br /&gt;
Vasari have a huge specialization in Nanotechnology. It is used in the daily life of almost every citizen under Vasari rule. It has versatile uses such as making spacecraft armor more laced and decreasing their mass, or improving the quality of products that are used in Vasari trading goods as well as medicinal uses. Vasari Nanites also have offensive purposes such as jamming enemy space craft, repairing their own, or even being used in strikes against enemy orbital structures.&lt;br /&gt;
&lt;br /&gt;
===Phase Technology===&lt;br /&gt;
&lt;br /&gt;
Vasari phase mastery is incomparable, and they possess the strongest sensors in the known universe being able to detect all enemy movement across multiple star systems. The Vasari&#039;s knowledge of phase space is so vast that they can even hide their ships and orbital structures within it should it be deemed necessary. Their FTL communications systems are also very specialized allowing them to field much larger fleets than both the Advent or TEC.&lt;br /&gt;
&lt;br /&gt;
Testaments to the power of Vasari knowledge of phase space are the Kostura Cannon and Phase Stabilizer, the latter of which allows them to create their own phase lanes to increase the mobility of their fleets.&lt;br /&gt;
&lt;br /&gt;
==Vasari Gameplay Properties==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vasari Fleet Properties:&#039;&#039;&#039;&lt;br /&gt;
*Vasari frigates and corvettes tend to be individually heavier than their TEC and Advent counterparts, with superior durability and firepower per ship. However, they are also significantly more expensive than their human equivalents in terms of credits, resources and fleet supply. As a result, they tend to have the lowest cost and supply efficiency for their class.&lt;br /&gt;
*The Vasari acquire Long Range Frigate|long-range frigates earlier than the other factions, requiring only 1 Weapons Lab. They acquire corvettes later than the other factions, needing 2 Weapons Labs.&lt;br /&gt;
*Vasari cruisers are all very powerful and useful. The Overseer acts as their healing/defensive support cruiser while the Subverter is their disruptive/offensive support cruiser, and both are extremely effective at their roles. The Enforcer is the Vasari&#039;s heavy combat cruiser, and is a class leader in terms of both individual power and cost/supply efficiency.&lt;br /&gt;
*The Vasari do not have an an anti-structure cruiser, but instead have a dedicated minelayer, the Ruiner. This ship allows them to use mines more flexibly and offensively than the other factions, as unlike the TEC they can be laid in hostile or uncolonizable gravity wells, and unlike the Advent, they do not require any antimatter or use of squadrons.&lt;br /&gt;
*Vasari ships exhibit a balance between hull durability and shield power, with stronger shields and weaker hulls and armor than the TEC, but weaker shields and stronger hulls and armor than the Advent. The Vasari have moderate research options in both armor and shielding.&lt;br /&gt;
*Vasari ships wield energy weapons or phase missiles, or both. Phase missiles are the only weapon in the game capable of bypassing shields and shield mitigation, and their chance to do so scales strongly with research, making them perhaps the most lucrative branch of weapons research in the game. The ability to bypass mitigation makes them powerful against any target that has shielding, and in particular against capital ships and titans which have very high maximum mitigation. Phase missiles are also exceptionally powerful against Advent ships whose durability is comprised primarily of shield points, with relatively weak and poorly-armored hulls beneath them.&lt;br /&gt;
*Vasari strikecraft are individually much tougher and offensively powerful than those of the other factions, but have fewer units per squadron, with only 3 bombers or 4 fighters per squad. This is an advantage against area-effect abilities such as Flak Burst or Telekinetic Push as they remove a smaller fraction of overall squadron hit points. Vasari bombers also have the advantage of using phase missiles, which makes them exceptionally dangerous in the late game.&lt;br /&gt;
*The Vasari&#039;s colonizing capital ship is the Jarrasul Evacuator, which temporarily provides extra construction frigates upon colonization. It&#039;s also a respectable warship with its powerful Nano Disassembler and Gravity Warhead abilities, and later on becomes a fearsome planet-bomber with Drain Planet.&lt;br /&gt;
*The Vasari&#039;s multipurpose battleship is the Kortul Devastator, which can absorb significant amounts of firepower thanks to its sheer resilience and Power Surge ability, defend against massed strikecraft attacks with Jam Weapons, drain antimatter from enemy ships and interrupt their abilities with Disruptive Strikes, and eventually do chaining area-effect damage with Volatile Nanites.&lt;br /&gt;
*The Vasari&#039;s capital-sized carrier is the Skirantra Carrier, which in addition to providing significant long-range firepower with its squadrons, also acts as a mobile repair platform with its Repair Cloud ability, and can temporarily enhance its fleet&#039;s firepower with abilities such as Scramble Bombers and Replicate Forces.&lt;br /&gt;
*The Vasari Loyalists&#039; Vorastra Titan emphasizes mobility, both on a strategic level with its ability to Deploy Phase Stabilizers, and on a tactical level with its in-gravity-well Micro Phase Jump, which makes it by far the most agile titan. It is also the only titan to do area effect damage with its standard weapons fire, thanks to the passive Desperation ability. In addition to this, the Vorastra is very tough even by titan standards and the Micro Phase Jump and Desperation make it even harder to bring down. Finally, at high levels it can use The Maw, increasing its threat value significantly.&lt;br /&gt;
*The Vasari Rebels&#039; Kultorask Titan is a relatively fleet-support oriented titan, with its abilities all based around combinations with Nano Leech. It can disable enemy frigates, drain their health and antimatter, deal significant area-effect damage at higher levels, and heal its allied fleet. It is however relatively weak against strikecraft and corvettes and cannot concentrate its firepower as well as the Vorastra. Its lethality against frigates however skews the enemy&#039;s ideal fleet composition towards strikecraft and corvettes or capital ships, and this fact can give the Vasari player a strategic upper hand in terms of ship counters.&lt;br /&gt;
&#039;&#039;&#039;Vasari Defense Properties:&#039;&#039;&#039;&lt;br /&gt;
*Vasari acquire repair facilities with only 1 Weapons Lab, but they are weaker than those of the other factions and cannot be upgraded.&lt;br /&gt;
*Vasari starbases are uniquely advantaged over their human counterparts in that they are easier to research (with only 2 Weapons Labs required), are created from colony frigates as opposed to dedicated construction cruisers, and are capable of moving around within the gravity well in which they are built. This makes them a powerful force multiplier in the early game and an important strategic tool. Their mobility enables them to move into enemy fleets and open fire with all of their weapons batteries, and their durability can be upgraded to greater levels than the starbases of the other factions. The trade-off for these advantages is that Vasari starbases do not possess any area-effect abilities, and hence do not scale as well as human starbases against massed fleets.&lt;br /&gt;
*Vasari defense turrets are armed with phase missiles and can be upgraded with the Disruptor Nanites ability, which makes them relatively strong against any capital ships and titans that come in range, as the ability to temporarily disable hull, shield and antimatter regeneration has a greater numerical impact on these larger vessels.&lt;br /&gt;
*Vasari hangar defenses can be equipped with the Phasic Trap ability, allowing them to temporarily phase out limited numbers of enemy strikecraft.&lt;br /&gt;
*Vasari can research Phase Jump Inhibitors with only 2 Weapons Labs, giving them the earliest access to the technology.&lt;br /&gt;
*Vasari can acquire the ability to detect inbound phase jumps with only 1 Imperial Lab, and can gain interstellar travel with only 2, earlier than any other faction. With 8 Imperial Labs they can research the ability to detect all phase jumps occurring anywhere on the map.&lt;br /&gt;
*Vasari can build Phase Stabilizer structures after conducting the necessary research requiring 5 Imperial Labs. This gives them a unique advantage in the ability to create direct phase links between otherwise distant gravity wells within a star system. This means that their fleet can defend or attack several fronts with relative ease, and reinforcements can quickly be delivered to the front lines from production facilities located safely at core planets. With further research, starbases can be upgraded with Phase Stabilizer Arrays to create even more secure portals. Various alignment-specific abilities such as the Loyalists&#039; Deploy Phase Stabilizer, and the Rebels&#039; Starbase Mobilization and Shared Network technologies further increase the strategic options that Phase Stabilizers create. And finally, the Vasari&#039;s superweapon, the Kostura Cannon, can turn the Stabilizers into a dangerous late-game offensive tool by allowing the creation of portals deep inside enemy territory, bypassing border defenses and giving the Vasari fleet extreme strategic mobility.&lt;br /&gt;
&#039;&#039;&#039;Vasari Economy Properties:&#039;&#039;&#039;&lt;br /&gt;
*Vasari scouts are uniquely advantaged in that they can capture resource extractors in uncolonizable gravity wells, something that the human factions need colony frigates to do. This has the potential to give a Vasari player an early game resource advantage, depending on how abundant neutral extractors are on the map.&lt;br /&gt;
*Vasari acquire trade the latest of all the factions, needing 4 Imperial Labs in order to do so. This makes their credit economy somewhat slower to build up. They can however upgrade their trade abilities with further research, which strengthens their late-game economy.&lt;br /&gt;
*Vasari can upgrade the population of volcanic planets further than any other faction, although the research is expensive and is of limited utility given that volcanics still support relatively small populations.&lt;br /&gt;
*Vasari can improve their metal and crystal production simultaneously with shared research topics, as opposed to the separate research topics of the other factions.&lt;br /&gt;
*Vasari can research technology to improve population growth rates early on.&lt;br /&gt;
*Vasari have research that improves resource gain on scuttling.&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Vasari&amp;diff=591</id>
		<title>Vasari</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Vasari&amp;diff=591"/>
		<updated>2016-06-28T19:54:22Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Vasari&amp;#039;&amp;#039;&amp;#039; were once part of an ancient empire that was destroyed by an unknown threat that sent them on the run, right into conflict with the TEC and the Advent...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Vasari&#039;&#039;&#039; were once part of an ancient empire that was destroyed by an unknown threat that sent them on the run, right into conflict with the [[TEC]] and the [[Advent]].&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The ancient Vasari Empire once ruled over countless worlds. Beginning at the galactic core, the empire expanded uniformly, and brought hundreds of alien races under its control. While most of the species the Vasari encountered were primitive and peacefully subjugated, more advanced civilizations were harshly enslaved. Once conquered, these species were integrated into Vasari society as “valued citizens,” giving them minimal standing in the Empire. Each world was then locked down and ruled from vast orbital structures in order to minimize the chance of rebellion.&lt;br /&gt;
&lt;br /&gt;
As with all empires, the Vasari civilization&#039;s fall began from within. Ten thousand years ago the inner worlds of the empire suddenly fell silent. Expecting nothing more than rebellion by the local species, a local wing of the [[Dark Fleet]] was sent to restore order, but no status reports were ever received. Soon they lost contact with three more worlds, and while Internal Intelligence deliberated on the response of what could only be the work of traitors, several more worlds went dark – including the ancient Vasari homeworld.&lt;br /&gt;
&lt;br /&gt;
The rate of expansion of this unknown enemy was astonishing, far exceeding even that of the entire Dark Fleet. As a last resort, the Dark Fleet Veerr brought the bulk of their forces back from the expansionary frontier for a blind assault on whatever was eating its way out of the empire‘s core worlds. When a single, heavily damaged warship from the Dark Fleet appeared out of phase space in orbit of a planet on the empire‘s perimeter, the inhabitants decided to board the ship. What they found were the remains of a once battle-hardened crew driven mad with fear.&lt;br /&gt;
&lt;br /&gt;
In a rare act of autonomy, the colony made the decision to evacuate to a system far from the Empire. It would prove to be the last time they would ever see Vasari space. For the next 10,000 years the Vasari refugee fleet travelled from system to system, dropping warning beacons on their way, spending only enough time to replenish their resources before moving on. No matter how far the Vasari travel, their warning beacons fall silent; their unknown adversary continues its march toward their extermination.&lt;br /&gt;
&lt;br /&gt;
They eventually arrived in Trader Space crushing any militia that was in their way and enslaving the populace of the worlds under their control. This continued until the arrival of the TEC a new military force backed by the Traders to fight the Vasari. The once-clear advantage the Vasari held against the Traders quickly dissipated into a tug of war for control.&lt;br /&gt;
&lt;br /&gt;
Ten years later, a new foe known as the Advent, psionically gifted cousins of the TEC humans, arrived on the Eastern fringe of the Trader Space. The TEC had to divert forces giving the Vasari the chance to advance against the Coalition. The battles began to take their tolls until the development of Starbases to fortify their territories. The three races met at a standstill unable to push territories without the loss of a great amount of their forces.&lt;br /&gt;
&lt;br /&gt;
Five years after the fortification of their systems diplomacy was finally given a chance. The Vasari knew the ancient enemy was going to arrive soon and a consensus on what to do needed to be made. From here the internal workings of the Vasari shifted and two philosophies developed. One being the original concept of &amp;quot;Evacuate, Siphon, Run&amp;quot; and the other belief that the Vasari needed to stop running and needed to make a stand against the Ancient Enemy alongside the Advent and the TEC. The two philosophies eventually split the Vasari fleet in two as they parted ways.&lt;br /&gt;
&lt;br /&gt;
==Vasari Culture==&lt;br /&gt;
&lt;br /&gt;
Vasari culture is unique compared to the other two races. Where both the TEC and Advent function on progression and free will, many Vasari fleets make use of enforced labor to further the needs of their empire&#039;s growth. It wasn&#039;t until very recently that many Vasari began working in cooperation with the other races, and gave up on using slavery as a primary means of production.&lt;br /&gt;
&lt;br /&gt;
Another large portion of Vasari culture is the use of eugenics to &amp;quot;advance&amp;quot; Vasari growth. This is done through directed reproduction and the artificial augmentation of their genome. Genetic adaptation is also used on humans to increase their survivability on different types of planets. Examples of this process include genetic changes to respiration so that toxic atmospheres can be survived without the need for environmental suits, or to produce massively increased sub-dermal fat to increase body temperature on frigid worlds.&lt;br /&gt;
&lt;br /&gt;
Nanomedicine is also used to improve living conditions under Vasari rule, increasing the life span of their subjects or introducing nanites into the bloodstream of Vasari subjects to increase survivability from any traumatic force.&lt;br /&gt;
&lt;br /&gt;
==Vasari Technology==&lt;br /&gt;
&lt;br /&gt;
Vasari Technology is far more advanced than the industrious TEC&#039;s and is only rivaled by the PsiTech of the Advent. They specialize in genetic manipulation, nanotechnology, and phase space technology.&lt;br /&gt;
&lt;br /&gt;
===Nanotechnology===&lt;br /&gt;
&lt;br /&gt;
Vasari have a huge specialization in Nanotechnology. It is used in the daily life of almost every citizen under Vasari rule. It has versatile uses such as making spacecraft armor more laced and decreasing their mass, or improving the quality of products that are used in Vasari trading goods as well as medicinal uses. Vasari Nanites also have offensive purposes such as jamming enemy space craft, repairing their own, or even being used in strikes against enemy orbital structures.&lt;br /&gt;
&lt;br /&gt;
===Phase Technology===&lt;br /&gt;
&lt;br /&gt;
Vasari phase mastery is incomparable, and they possess the strongest sensors in the known universe being able to detect all enemy movement across multiple star systems. The Vasari&#039;s knowledge of phase space is so vast that they can even hide their ships and orbital structures within it should it be deemed necessary. Their FTL communications systems are also very specialized allowing them to field much larger fleets than both the Advent or TEC.&lt;br /&gt;
&lt;br /&gt;
Testaments to the power of Vasari knowledge of phase space are the Kostura Cannon and Phase Stabilizer, the latter of which allows them to create their own phase lanes to increase the mobility of their fleets.&lt;br /&gt;
&lt;br /&gt;
==Vasari Gameplay Properties==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vasari Fleet Properties:&#039;&#039;&#039;&lt;br /&gt;
*Vasari frigates and corvettes tend to be individually heavier than their TEC and Advent counterparts, with superior durability and firepower per ship. However, they are also significantly more expensive than their human equivalents in terms of credits, resources and fleet supply. As a result, they tend to have the lowest cost and supply efficiency for their class.&lt;br /&gt;
*The Vasari acquire Long Range Frigate|long-range frigates earlier than the other factions, requiring only 1 Weapons Lab. They acquire corvettes later than the other factions, needing 2 Weapons Labs.&lt;br /&gt;
*Vasari cruisers are all very powerful and useful. The Overseer acts as their healing/defensive support cruiser while the Subverter is their disruptive/offensive support cruiser, and both are extremely effective at their roles. The Enforcer is the Vasari&#039;s heavy combat cruiser, and is a class leader in terms of both individual power and cost/supply efficiency.&lt;br /&gt;
*The Vasari do not have an an anti-structure cruiser, but instead have a dedicated minelayer, the Ruiner. This ship allows them to use mines more flexibly and offensively than the other factions, as unlike the TEC they can be laid in hostile or uncolonizable gravity wells, and unlike the Advent, they do not require any antimatter or use of squadrons.&lt;br /&gt;
*Vasari ships exhibit a balance between hull durability and shield power, with stronger shields and weaker hulls and armor than the TEC, but weaker shields and stronger hulls and armor than the Advent. The Vasari have moderate research options in both armor and shielding.&lt;br /&gt;
*Vasari ships wield energy weapons or phase missiles, or both. Phase missiles are the only weapon in the game capable of bypassing shields and shield mitigation, and their chance to do so scales strongly with research, making them perhaps the most lucrative branch of weapons research in the game. The ability to bypass mitigation makes them powerful against any target that has shielding, and in particular against capital ships and titans which have very high maximum mitigation. Phase missiles are also exceptionally powerful against Advent ships whose durability is comprised primarily of shield points, with relatively weak and poorly-armored hulls beneath them.&lt;br /&gt;
*Vasari strikecraft are individually much tougher and offensively powerful than those of the other factions, but have fewer units per squadron, with only 3 bombers or 4 fighters per squad. This is an advantage against area-effect abilities such as Flak Burst or Telekinetic Push as they remove a smaller fraction of overall squadron hit points. Vasari bombers also have the advantage of using phase missiles, which makes them exceptionally dangerous in the late game.&lt;br /&gt;
*The Vasari&#039;s colonizing capital ship is the Jarrasul Evacuator, which temporarily provides extra construction frigates upon colonization. It&#039;s also a respectable warship with its powerful Nano Disassembler and Gravity Warhead abilities, and later on becomes a fearsome planet-bomber with Drain Planet.&lt;br /&gt;
*The Vasari&#039;s multipurpose battleship is the Kortul Devastator, which can absorb significant amounts of firepower thanks to its sheer resilience and Power Surge ability, defend against massed strikecraft attacks with Jam Weapons, drain antimatter from enemy ships and interrupt their abilities with Disruptive Strikes, and eventually do chaining area-effect damage with Volatile Nanites.&lt;br /&gt;
*The Vasari&#039;s capital-sized carrier is the Skirantra Carrier, which in addition to providing significant long-range firepower with its squadrons, also acts as a mobile repair platform with its Repair Cloud ability, and can temporarily enhance its fleet&#039;s firepower with abilities such as Scramble Bombers and Replicate Forces.&lt;br /&gt;
*The Vasari Loyalists&#039; Vorastra Titan emphasizes mobility, both on a strategic level with its ability to Deploy Phase Stabilizers, and on a tactical level with its in-gravity-well Micro Phase Jump, which makes it by far the most agile titan. It is also the only titan to do area effect damage with its standard weapons fire, thanks to the passive Desperation ability. In addition to this, the Vorastra is very tough even by titan standards and the Micro Phase Jump and Desperation make it even harder to bring down. Finally, at high levels it can use The Maw, increasing its threat value significantly.&lt;br /&gt;
*The Vasari Rebels&#039; Kultorask Titan is a relatively fleet-support oriented titan, with its abilities all based around combinations with Nano Leech. It can disable enemy frigates, drain their health and antimatter, deal significant area-effect damage at higher levels, and heal its allied fleet. It is however relatively weak against strikecraft and corvettes and cannot concentrate its firepower as well as the Vorastra. Its lethality against frigates however skews the enemy&#039;s ideal fleet composition towards strikecraft and corvettes or capital ships, and this fact can give the Vasari player a strategic upper hand in terms of ship counters.&lt;br /&gt;
&#039;&#039;&#039;Vasari Defense Properties:&#039;&#039;&#039;&lt;br /&gt;
*Vasari acquire Regeneration Bay|repair facilities with only 1 Weapons Lab, but they are weaker than those of the other factions and cannot be upgraded.&lt;br /&gt;
*Vasari starbases are uniquely advantaged over their human counterparts in that they are easier to research (with only 2 Weapons Labs required), are created from colony frigates as opposed to dedicated construction cruisers, and are capable of moving around within the gravity well in which they are built. This makes them a powerful force multiplier in the early game and an important strategic tool. Their mobility enables them to move into enemy fleets and open fire with all of their weapons batteries, and their durability can be upgraded to greater levels than the starbases of the other factions. The trade-off for these advantages is that Vasari starbases do not possess any area-effect abilities, and hence do not scale as well as human starbases against massed fleets.&lt;br /&gt;
*Vasari defense turrets are armed with phase missiles and can be upgraded with the Disruptor Nanites ability, which makes them relatively strong against any capital ships and titans that come in range, as the ability to temporarily disable hull, shield and antimatter regeneration has a greater numerical impact on these larger vessels.&lt;br /&gt;
*Vasari hangar defenses can be equipped with the Phasic Trap ability, allowing them to temporarily phase out limited numbers of enemy strikecraft.&lt;br /&gt;
*Vasari can research Phase Jump Inhibitors with only 2 Weapons Labs, giving them the earliest access to the technology.&lt;br /&gt;
*Vasari can acquire the ability to detect inbound phase jumps with only 1 Imperial Lab, and can gain interstellar travel with only 2, earlier than any other faction. With 8 Imperial Labs they can research the ability to detect all phase jumps occurring anywhere on the map.&lt;br /&gt;
*Vasari can build Phase Stabilizer structures after conducting the necessary research requiring 5 Imperial Labs. This gives them a unique advantage in the ability to create direct phase links between otherwise distant gravity wells within a star system. This means that their fleet can defend or attack several fronts with relative ease, and reinforcements can quickly be delivered to the front lines from production facilities located safely at core planets. With further research, starbases can be upgraded with Phase Stabilizer Arrays to create even more secure portals. Various alignment-specific abilities such as the Loyalists&#039; Deploy Phase Stabilizer, and the Rebels&#039; Starbase Mobilization and Shared Network technologies further increase the strategic options that Phase Stabilizers create. And finally, the Vasari&#039;s superweapon, the Kostura Cannon, can turn the Stabilizers into a dangerous late-game offensive tool by allowing the creation of portals deep inside enemy territory, bypassing border defenses and giving the Vasari fleet extreme strategic mobility.&lt;br /&gt;
&#039;&#039;&#039;Vasari Economy Properties:&#039;&#039;&#039;&lt;br /&gt;
*Vasari scouts are uniquely advantaged in that they can capture resource extractors in uncolonizable gravity wells, something that the human factions need colony frigates to do. This has the potential to give a Vasari player an early game resource advantage, depending on how abundant neutral extractors are on the map.&lt;br /&gt;
*Vasari acquire trade the latest of all the factions, needing 4 Imperial Labs in order to do so. This makes their credit economy somewhat slower to build up. They can however upgrade their trade abilities with further research, which strengthens their late-game economy.&lt;br /&gt;
*Vasari can upgrade the population of volcanic planets further than any other faction, although the research is expensive and is of limited utility given that volcanics still support relatively small populations.&lt;br /&gt;
*Vasari can improve their metal and crystal production simultaneously with shared research topics, as opposed to the separate research topics of the other factions.&lt;br /&gt;
*Vasari can research technology to improve population growth rates early on.&lt;br /&gt;
*Vasari have research that improves resource gain on scuttling.&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Advent&amp;diff=581</id>
		<title>Advent</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Advent&amp;diff=581"/>
		<updated>2016-06-28T19:17:01Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: Created page with &amp;quot;The &amp;#039;&amp;#039;&amp;#039;Advent&amp;#039;&amp;#039;&amp;#039;, whose society is known collectively as “The Unity,” is a highly advanced pseudo-religious civilization that relies heavily on spiritualism, psychic prowe...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Advent&#039;&#039;&#039;, whose society is known collectively as “The Unity,” is a highly advanced pseudo-religious civilization that relies heavily on spiritualism, psychic prowess and cybernetic technologies. A sense of elitism permeates the Unity, and is most strongly expressed through the high value its members place on psionic ability.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Advent evolved well before recorded history. It is said that it began as one of many broken peoples who sought spiritual escape on peripheral worlds following the great wars.&lt;br /&gt;
&lt;br /&gt;
The earliest known records of the Advent can be traced back to slightly after the formation of the Trade Order. At its inception, the Order sent emissaries to invite all known inhabited planets to join the organization. One such group discovered a single desert world orbiting a massive red star. Surprisingly, this world was populated by a thriving civilization. Excited by the potential for profit in this new market, the Order authorized immediate integration and the emissaries initiated contact. However, the leaders of the Unity of decided to reject the membership offer.&lt;br /&gt;
&lt;br /&gt;
Not willing to accept failure, the Order sent a series of market research teams to acquire data that could be used to formulate a more elaborate strategy. They received a single, incomplete report containing &amp;quot;disturbing&amp;quot; information.&lt;br /&gt;
&lt;br /&gt;
The people of the desert world practiced what was considered sinful and taboo to the people of the early Trade Order. Cerebral Integration Technologies, unrestricted biological experimentation, strange forms of collectivism, and the wholesale usage of countless neurochemicals were but a few of the transgressions committed by the Advent against the Trade Order&#039;s bylaws.&lt;br /&gt;
&lt;br /&gt;
The Trader Worlds voted - overwhelmingly - that such an aberration had no place within the territories of their new Order. With an instinctive fear, the Traders took control of the planet by force and exiled the inhabitants far into uncharted space.&lt;br /&gt;
&lt;br /&gt;
When the Trade Order forced the ancestors of the Advent from its homeworld, it made an indelible scar upon the population&#039;s psyche. An etching was created upon Advent citizens in all the following centuries to exact retribution upon their enemy and assume their rightful place in the galaxy. This powerful drive for revenge pushed the Advent even further in its practices, advancing its technology level far beyond anything the Traders could have imagined (current Advent technology is so sophisticated that it rivals the Vasari&#039;s). Over the next thousand years the Advent would use all the resources at its disposal to create frightening new weapons and abilities powered by its extremely advanced PsiTech. With its resources exhausted and an arsenal to wield, the highest Coalescence synthesized the will of the Unity and determined the time to return the people to their original homeworld to fulfill their prophecies of dominion.&lt;br /&gt;
&lt;br /&gt;
The long war with the old Trade Order, reorganized into the Trader Emergency Coalition, and the newly introduced xenos, the Vasari, had soon drawn to a stalemate. Five years after the Advent had plunged itself into war, wreaking havoc throughout much of the Eastern Front, its troops had to regroup and entrench their territories; and so magnificent Starbases were erected.&lt;br /&gt;
&lt;br /&gt;
Ten years later the constant fighting had done nothing to break the stalemate. Resources were starting to dwindle and peace talks between the races had begun. It was at this point that some of those within the Unity wondered if vengeance was the correct course of action.&lt;br /&gt;
&lt;br /&gt;
Another five years passed and the Advent Coalesences began to turn on each other. The Loyalists seek only to continue their quest for dominance over the lesser species, and to exact vengeance upon those who banished them and left them for ruin. The Rebels, who sense corruption within the Unity, driving the Advent&#039;s mad hunger for retribution, seek to cleanse the Unity of such deviation from its teachings, and to establish diplomatic, if not peaceful, relations with the TEC and the Vasari.&lt;br /&gt;
&lt;br /&gt;
==Advent Culture==&lt;br /&gt;
&lt;br /&gt;
At an early age, Advent children are taught to seek enlightenment in whichever way naturally suits them and it is common to see even the very young using neurochemicals or artificial implants to augment their mental abilities. This advanced level of integration with their technology – known as PsiTech – is largely responsible for the Advent‘s strange sense of collectivism, and allows the sharing of thoughts and feelings on an almost innate level.&lt;br /&gt;
&lt;br /&gt;
Navigating, interpreting, and shaping are highly prized skills in Advent culture and one’s mastery in these areas forms the basis of the Unity‘s social hierarchy. Females in particular demonstrate a natural prowess and have come to dominate the higher castes, called Coalescences. Then there are the Silent Ones - those who are unable to participate in the Unity‘s group mind - they are exceptionally rare and universally shunned.&lt;br /&gt;
&lt;br /&gt;
==Advent Technology==&lt;br /&gt;
Advent technological levels are vastly superior to the TEC&#039;s and is roughly on par with the alien Vasari&#039;s. They excel because of a wonder called PsiTech which amplifies their mental ability above all other races&#039;. It is also used in the everyday life of Advent civilians and helps improve the workforce supply for the Advent military.&lt;br /&gt;
&lt;br /&gt;
===Weaponry and Defense===&lt;br /&gt;
&lt;br /&gt;
The Advent people pride themselves on their advancements in technology over the TEC during the past one thousand years. Where the Advent has flourished by having no restrictions on technological expansion, the TEC have been under the strict guidance of the Trade Order&#039;s leaders: the TEC&#039;s technology has remained almost stagnant as they rely primarily on chemically-propelled missiles and cannon shells, as well as low-grade lasers. By contrast, Advent armaments consist almost entirely of directed energy weapons, with the exception of ship-to-surface kinetic bolts. Superior in defensive design as well, Advent shields are able to mitigate far more damage than TEC or even Vasari defences will allow.&lt;br /&gt;
&lt;br /&gt;
However, the Advent favor cheap, lightly armored ships with lower hull strength, preferring sophisticated shield systems to bulky armor. All Advent structures and spaceships are designed to be aesthetically pleasing and are typically slenderer and sleeker than TEC or Vasari designs.&lt;br /&gt;
&lt;br /&gt;
===PsiTech===&lt;br /&gt;
&lt;br /&gt;
PsiTech is the technology that members of the Advent use to augment their mental abilities. This allows them to accomplish tasks through the use of their mind instead of physical power. This makes the Advent especially powerful and potentially advantageous in many aspects: although Vasari phase detection is arguably superior to the Advent&#039;s, it requires large machines and multiple Vasari to monitor the phase lanes, whereas the Advent needs only to utilize a small group of Scryers who use their mental power to detect enemies approaching Advent territory.&lt;br /&gt;
&lt;br /&gt;
The same principle applies to the TEC as well in the aspect of armor. Where it is clear that the TEC possesses greater abilities to combine alloys and polymers into a great mass (which in turn gives a greater amount of armor), the Advent can telekinetically hold armor together through the use of PsiTech.&lt;br /&gt;
&lt;br /&gt;
Even in resource gathering the Advent uses PsiTech. Psintegrates are placed onto Mining Facilities and telekinetically separate unwanted resources to help improve the quality of mineral shipments. PsiTech is a powerful tool that, when utilized properly, will allow the Advent war machine to locate, control and disrupt its enemies; it will also inspire loyalty, augment mental power and allow communication amongst the Advent population.&lt;br /&gt;
&lt;br /&gt;
==Advent Structures, Ships, and Research==&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=TEC&amp;diff=571</id>
		<title>TEC</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=TEC&amp;diff=571"/>
		<updated>2016-06-28T18:47:38Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The &#039;&#039;&#039;Trader Emergency Coalition&#039;&#039;&#039;, often abbreviated &#039;&#039;&#039;TEC&#039;&#039;&#039;, was a sort of military government formed from the Trade Order to combat the threat of the Vasari and, when they returned, the Advent.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The history of the TEC began more than 1,000 years ago during the foundation of the Trade Order by economically driven settlers. Established on strict principles of economics and codes of behavior, the Trader Worlds quickly began to expand – making the Trade Order an industrial and commercial juggernaut. However, outside of the Traders&#039; core principles, each member world maintained its own interests, form of government, economic systems and culture.&lt;br /&gt;
&lt;br /&gt;
It was during this early period of the Trade Order that something unique took place which would later reshape the galaxy. During a routine exploratory expedition to recruit new trading partners, emissaries from the Order discovered a dry, desert world orbiting a red giant, whereupon further scans discovered a thriving civilization. Eager to integrate this prosperous civilization into the Trade Order, emissaries established communication with the civilization&#039;s leaders from orbit. However, the leaders turned down the membership offer.&lt;br /&gt;
&lt;br /&gt;
Not to be dissuaded, the Trade Order sent several market research teams to the desert planet in order to gather data that could be used to formulate a more enticing strategy for this civilization.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, dreams of integration quickly turned to horror upon landing on the planet. Here the teams discovered a colony of people practicing the most heinous forms of scientific and social deviancy. Invasive cerebral integration technologies, unrestricted biological experimentation, strange forms of collectivism, and wholesale usage of countless neurochemicals were but a few of the transgressions. All these deviancies and more violated the codes and principles of personal freedoms that made up the very foundation of the Trade Order.&lt;br /&gt;
&lt;br /&gt;
Having received only a single, incomplete report of this disturbing information, the emissaries returned to Trader space. Upon their return, their news sent shockwaves throughout the Trader Worlds, who voted overwhelmingly to take control of this desert planet and exile their twisted cousins to the far reaches of space. In time, this exiled civilization was forgotten.&lt;br /&gt;
&lt;br /&gt;
Over the next thousand years the Trade Order went on in relative peace and prosperity – a golden age for mankind. War became a thing read about only in history books and seen in holo-vids. The rare heated dispute was settled in Trader-sanctioned courts and merchant fleets filled the phase lanes with goods, while the worst thing one could worry about was the occasional raid by bands of marauding pirates in the trade lanes, easily dealt with by local defense fleets.&lt;br /&gt;
&lt;br /&gt;
The Trade Order‘s golden age came to an abrupt end a decade ago with the arrival of the Vasari Empire. With no defenses and constant political infighting between Trade Order representatives and numerous politicians, the Vasari swept the Order&#039;s ships aside with ease. Within only a few short months defeat seemed like a real possibility. In a last ditch effort to turn the tide, the Trade Order sanctioned the creation of the Trader Emergency Coalition to combat the alien threat. The TEC quickly learned to marshal the vast industrial resources of the Trader Worlds towards military production and used their new war engine to finally stall the Vasari attack.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until ten years after the Vasari push into Trader Space that a new enemy arrived on the Eastern Fringe. The exiles from the past one-thousand years have returned, calling themselves the Advent. They gained a foothold on Trader territory before the TEC could redirect fleets to halt the Advent advance.&lt;br /&gt;
&lt;br /&gt;
Five years later, the war ground to a stalemate and Coalition forces built mighty Starbases to reinforce their systems on both fronts. However, faced with enemy fortifications as well, the TEC made little to no headway in reclaiming lost territory.&lt;br /&gt;
&lt;br /&gt;
This series of events lasted ten years until the races came to a realization that war was taking its toll on lives and resources. Envoys were sent and diplomacy was given a chance. This was short lived as many within the Coalition, Vasari, and Advent alike felt as though the peace would not last or that it was a waste given the current situation.&lt;br /&gt;
&lt;br /&gt;
In the face of increasing internal tensions, two conflicting philosophies began to develop in the TEC. There were Loyalists who wished to retreat into isolation by fortifying their defenses in hopes the war would finish itself. In opposition to the isolationists were Rebels who wanted vengeance for the atrocities inflicted upon humanity by the invading Advent and Vasari through twenty-five years of brutal war, and were grimly willing to ensure that the TEC emerged victorious by being as ruthless to their alien and deviant enemies as the invaders were during the terrible early invasions.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
Compared to their more advanced enemies, the TEC have primitive and makeshift technologies. This is made up for by their means of mass production and heavy firepower. The Coalition specializes in the use of mixed alloys and polymers to strengthen their armor, a strong economy, and mass production and efficiency.&lt;br /&gt;
&lt;br /&gt;
===TEC Industry===&lt;br /&gt;
&lt;br /&gt;
The TEC are masters of industry and efficiency quickly being able to start trade routes in multiple systems, as well as having very cost effective methods of building their orbital structures. They can inhabit most worlds effectively aside from volcanic worlds. They also have their hands in almost every single economic power and their suppliers regardless of race.&lt;br /&gt;
&lt;br /&gt;
When it comes to mass production the TEC are unmatched. In a time of dire need they will divert a large portion of their factories to military subcontracting. They may also build factories that can hyper-produce ships within their starbases.&lt;br /&gt;
&lt;br /&gt;
===TEC Defense and Weaponry===&lt;br /&gt;
&lt;br /&gt;
Where the other races rely on their offensive capabilities the TEC are masters at fortifying their territories. Strong alloys and polymers ensure a thick defensive hull is within all TEC orbital structures and ships making them very resistant to enemy firepower.&lt;br /&gt;
&lt;br /&gt;
With these powerful defenses they have mastered the art of having very powerful static defenses as well. Their Hangar Bays can be refitted to have anti-strike craft autocannons. Their already potent gauss turrets can be upgraded to sport missile packs and a long range meson-bolt. And their repair technology is unmatched even by Vasari nano-bots.&lt;br /&gt;
&lt;br /&gt;
And where their Defense may fail, this is made up for by their weaponry. The TEC make use of very low grade version laser and beam technologies, but their true strength comes from the chemical/nuclear weaponry equipped on many of their standard frigates and bombers. They also make use of auto-cannon payloads to rip through the hull of enemy ships.&lt;br /&gt;
&lt;br /&gt;
==Military Doctrine==&lt;br /&gt;
The Coalition was created from a prosperous trading society&#039;s need for a quickly-developed and powerful military force in the face of an emergency, so their military doctrine is different from the offensive-minded philosophies used by their technologically superior enemies.&lt;br /&gt;
&lt;br /&gt;
====Colonization and Colonial Development====&lt;br /&gt;
&lt;br /&gt;
Before the war, the Trade Order worlds that would become the TEC were already very industrious. When the Vasari first invaded, these worlds were already an economic machine that merely needed to marshal their vast resources for a massive military buildup. Rapid urban development was pushed among all planet types with strong preference for Terran Planets, but TEC development policies made sure that all habitable territories, like colonies on Desert and Ice Planets, contributed their fullest to the war effort.&lt;br /&gt;
&lt;br /&gt;
With the need to continue their trade routes, the TEC eventually found ways to put trade ports even on remote, seemingly useless locations (such as Dead Asteroids), making them able to develop trade routes without the need for starbases.&lt;br /&gt;
&lt;br /&gt;
===Strategic===&lt;br /&gt;
&lt;br /&gt;
The TEC are an &amp;quot;awakening giant&amp;quot;, an economic juggernaut mobilizing for war. They possess massive resource-gathering, trade and construction capabilities, and can cripple other empires&#039; means of production through the use of propaganda. Thanks to the war being fought in former Trader space, the TEC are able to call upon local insurgents to incite uprisings on enemy planets.&lt;br /&gt;
&lt;br /&gt;
===Tactical===&lt;br /&gt;
The TEC fleet is primarily an assemblage of refitted civilian vessels, with few purpose-built military ships and average strike craft capabilities. However, by the late stages of the war, they are now heavily armed and armored, with TEC fleets often winning the battle of attrition.&lt;br /&gt;
&lt;br /&gt;
==TEC Gameplay Properties==&lt;br /&gt;
&#039;&#039;&#039;TEC Fleet Properties:&#039;&#039;&#039;&lt;br /&gt;
*TEC frigates and corvettes are built to be simple, straightforward, and cost effective, although they often do not match their Advent counterparts in terms of damage-dealing efficiency, and are individually weaker than their Vasari equivalents. The TEC&#039;s mainstay light frigate, the Cobalt, is marginally less efficient than its Advent rival, the Disciple, but in terms of fleet supply it can be built up more quickly.&lt;br /&gt;
*TEC cruisers, like their frigates, are straightforward and utilitarian. The Hoshiko acts as their repair/defensive support cruiser while the Cielo is their disruptive/offensive support cruiser, although both cruisers do possess both supportive and disruptive abilities. The Kodiak is the TEC&#039;s heavy combat cruiser, and while it is extraordinarily tough for its cost, it lacks the offensive power of its rivals from the other factions. The TEC also have a specialized anti-structure cruiser, the Ogrov, which is very good at destroying the only things it can target: orbital structures and starbases.&lt;br /&gt;
*TEC ships have weak shields but exceptionally tough hulls and very thick armor. This makes them class leaders in terms of resilience - hull points benefit from both shield mitigation and armor, while shield points do not benefit from armor and thus decrease relatively quickly. TEC ships thus also frequently enjoy both shield regeneration and hull repair in parallel during battles. In support of this hull-heavy philosophy, the TEC has lucrative hull and armor research topics, but relatively weak and expensive shield research.&lt;br /&gt;
*TEC ships wield a variety of ordnance and energy weapons, including lasers, autocannons and missiles, and in a few cases, beams and Gauss guns. They as such have weapons research spread across several fields. The weapon type with the greatest upgrade potential is missiles, and this is also the weapon type of several offensively-oriented TEC units such as the Javelis frigate, the Ogrov, and bomber squadrons.&lt;br /&gt;
*TEC strikecraft are average, being individually weaker and more numerous than Vasari strikecraft, but stronger and fewer than Advent drones, having 5 bombers or 6 fighters per squad.&lt;br /&gt;
*TEC scouts can be used in flotillas to attack key orbital structures such as labs, capital ship factories and titan foundries with their unique Timed Explosives upgrade. This is especially effective against an enemy who isn&#039;t expecting it and is constructing a titan or a superweapon, as their significant resource investment can be blown up suddenly for very little cost. The scouts can also be upgraded with the Probe ability early on, allowing constant vision of enemy planets for extended periods of time for little risk or cost.&lt;br /&gt;
*The TEC&#039;s colonizing capital ship is the Akkan Battlecruiser, which is very tough and provides free resource extractors upon colonization. It can also interrupt and briefly disable enemy ships, especially capital ships, with Ion Bolt, and provide strategic support at higher levels with Armistice.&lt;br /&gt;
*The TEC&#039;s primary direct combat, area-effect damage and planet-bombing capital ship is the Marza Dreadnought, which excels against singular targets with its frontal firepower and can devastate fleets with its level 6 Missile Barrage ability.&lt;br /&gt;
*The TEC&#039;s main anti-ability/disabling capital ship is the Dunov Battlecruiser, which can do shield damage and drain antimatter in an area with its EMP Charge and disable enemy capital ship and starbase abilities with Magnetize.&lt;br /&gt;
*The TEC&#039;s anti-strikecraft capital ship and &#039;tank&#039; is the Kol Battleship, which is extraordinarily resilient and can do heavy damage to massed strikecraft with Flak Burst. In addition to simply being tough by itself, the Kol&#039;s Adaptive Forcefield and Finest Hour make it even more durable should it come under attack.&lt;br /&gt;
*The TEC Rebels&#039; Ragnarov Titan is offensively among the strongest titans in the game, excelling against both fleets of lesser ships with its Explosive Shot and Scattershot, and singular hard targets with its Snipe ability. The titan&#039;s main weaknesses are its fragility at low levels (by titan standards), and tendency to run out of antimatter, although it still provides very impressive long-range conventional firepower.&lt;br /&gt;
*The TEC Loyalists&#039; Ankylon Titan is the toughest ship in the game and is designed to do battle right in the middle of enemy fleets, with its all-around weapons distribution and area-effect abilities such as Disruption Matrix, which deals moderate damage and disables the abilities of everything within its radius - even other titans. While less of a direct offensive threat than most other titans, the Ankylon can still make its presence felt with its support abilities and respectable planet-bombing damage.&lt;br /&gt;
&#039;&#039;&#039;TEC Defense Properties:&#039;&#039;&#039;&lt;br /&gt;
*The TEC acquire repair facilities with only 1 Military Lab, and can upgrade them with research. They are made even more effective by the TEC fleet&#039;s strong armor, which can make each point repaired last longer.&lt;br /&gt;
*TEC starbases are built from dedicated construction cruisers, which account for a large fraction of their initial build costs, and require 3 Military Labs to research. TEC starbases possess significant firepower and are resilient, but are immobile and can thus susceptible to being bypassed by human opponents. Instead, their main threat factor comes through the Last Resort ability, which can be researched with 5 Military Labs. It allows a TEC starbase to self-destruct in massive catastrophic detonation which can eliminate entire fleets of frigates, cruisers, strikecraft, and even low-level capital ships in a large area around it. This makes it a serious threat that is more difficult to ignore. In addition to defensive purposes, the ever-utilitarian TEC can also use their starbases in supportive and economic roles: extending trade chains through uncolonizable gravity wells, acting as remote frigate factories, or serving as repair &amp;amp; recharge platforms for the fleet. Finally, with 8 Military Labs, the Loyalist TEC can research Twin Fortresses technology, which allows them to field an additional starbase per gravity well.&lt;br /&gt;
*TEC defense turrets are armed with Gauss guns, a weapon that isn&#039;t used by any other ship or structure except for the Rebels&#039; Ragnarov Titan, but nonetheless possesses a number of upgrade technologies. The turret can also be upgraded with a semi-long range single-target debuff ability, and area-effect damage ability.&lt;br /&gt;
*TEC hangar defenses can be outfitted with Flak Turrets that provide effective static defense against strikecraft and corvettes.&lt;br /&gt;
*TEC need 4 Military Labs to access Phase Jump Inhibitors, meaning that they appear later and at greater cost than they do for the other factions.&lt;br /&gt;
*TEC mine fields are built like structures, by construction frigates. This means that unlike the other factions, the TEC cannot deploy mines offensively in neutral or hostile gravity wells.&lt;br /&gt;
*TEC require 3 Civics Labs in order to access interstellar travel.&lt;br /&gt;
*The TEC&#039;s superweapon is the Novalith Cannon, which requires 6 Military Labs to build for the Loyalists (making it the fastest superweapon access in game) or 8 for the Rebels (putting it on par technologically with the Vasari&#039;s Kostura Cannon). Novaliths do severe direct bombardment damage to distant planets, reducing their health and population. Starbases with certain upgrades can be used to defend against planet loss from Novalith bombardment, but can&#039;t prevent population losses.&lt;br /&gt;
*The TEC can research Insurgency technology with 8 Civics Labs, which can force opposing players to build some defenses on all of their planets in order to fend off randomly-spawning hostile militia. However, the enemy can also take advantage of said militia to easily gain experience for their capital ships and titan, so this technology is not without its drawbacks.&lt;br /&gt;
&#039;&#039;&#039;TEC Economy Properties:&#039;&#039;&#039;&lt;br /&gt;
*The TEC have access to an early economic technology, Modular Architecture, with only 1 Civics Lab, which allows them to build extractors and factories more cheaply.&lt;br /&gt;
*The TEC gain trade the earliest, at only 2 Civics Labs, and can upgrade their trade abilities with further research. This gives the TEC the strongest credit economy of any faction.&lt;br /&gt;
*The TEC prefer Terran planets, and can hence increase their already large populations to gain even better credit income.&lt;br /&gt;
*TEC resource extraction technologies are relatively cheap and require few labs, and so, depending on circumstances, they can often be worthwhile investments.&lt;br /&gt;
*The TEC&#039;s ultimate civil research techology is Pervasive Economy, accessed with 8 Civics Labs, which grants them a fraction of the costs of any transaction going on anywhere on the map. This unique ability gives the TEC a very strong late-game economic advantage.&lt;br /&gt;
*The TEC have research topics which can improve structure and ship build times.&lt;br /&gt;
*The TEC have civil research (Favored Client Discount) which can improve exchange rates for resource trades on the black market, providing a viable alternative to resource extraction technologies, especially for a trade-heavy player with a strong credit economy.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Compared to their more advanced enemies, the TEC have primitive and makeshift technologies. This is made up for by their means of mass production and heavy firepower. The Coalition specializes in the use of mixed alloys and polymers to strengthen their armor, a strong economy, and mass production and efficiency.&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=TEC&amp;diff=531</id>
		<title>TEC</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=TEC&amp;diff=531"/>
		<updated>2016-06-28T18:33:54Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Trader Emergency Coalition, often abbreviated TEC, was a sort of military government formed from the Trade Order to combat the threat of the Vasari and, when they returned, the Advent.&lt;br /&gt;
&lt;br /&gt;
[[File:Tecfrontpage.PNG|right|200px]]&lt;br /&gt;
The &#039;&#039;&#039;Trader Emergency Coalition&#039;&#039;&#039;, often abbreviated &#039;&#039;&#039;TEC&#039;&#039;&#039;, was a sort of military government formed from the Trade Order to combat the threat of the Vasari and, when they returned, the Advent.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The history of the TEC began more than 1,000 years ago during the foundation of the Trade Order by economically driven settlers. Established on strict principles of economics and codes of behavior, the Trader Worlds quickly began to expand – making the Trade Order an industrial and commercial juggernaut. However, outside of the Traders&#039; core principles, each member world maintained its own interests, form of government, economic systems and culture.&lt;br /&gt;
&lt;br /&gt;
It was during this early period of the Trade Order that something unique took place which would later reshape the galaxy. During a routine exploratory expedition to recruit new trading partners, emissaries from the Order discovered a dry, desert world orbiting a red giant, whereupon further scans discovered a thriving civilization. Eager to integrate this prosperous civilization into the Trade Order, emissaries established communication with the civilization&#039;s leaders from orbit. However, the leaders turned down the membership offer.&lt;br /&gt;
&lt;br /&gt;
Not to be dissuaded, the Trade Order sent several market research teams to the desert planet in order to gather data that could be used to formulate a more enticing strategy for this civilization.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, dreams of integration quickly turned to horror upon landing on the planet. Here the teams discovered a colony of people practicing the most heinous forms of scientific and social deviancy. Invasive cerebral integration technologies, unrestricted biological experimentation, strange forms of collectivism, and wholesale usage of countless neurochemicals were but a few of the transgressions. All these deviancies and more violated the codes and principles of personal freedoms that made up the very foundation of the Trade Order.&lt;br /&gt;
&lt;br /&gt;
Having received only a single, incomplete report of this disturbing information, the emissaries returned to Trader space. Upon their return, their news sent shockwaves throughout the Trader Worlds, who voted overwhelmingly to take control of this desert planet and exile their twisted cousins to the far reaches of space. In time, this exiled civilization was forgotten.&lt;br /&gt;
&lt;br /&gt;
Over the next thousand years the Trade Order went on in relative peace and prosperity – a golden age for mankind. War became a thing read about only in history books and seen in holo-vids. The rare heated dispute was settled in Trader-sanctioned courts and merchant fleets filled the phase lanes with goods, while the worst thing one could worry about was the occasional raid by bands of marauding pirates in the trade lanes, easily dealt with by local defense fleets.&lt;br /&gt;
&lt;br /&gt;
The Trade Order‘s golden age came to an abrupt end a decade ago with the arrival of the Vasari Empire. With no defenses and constant political infighting between Trade Order representatives and numerous politicians, the Vasari swept the Order&#039;s ships aside with ease. Within only a few short months defeat seemed like a real possibility. In a last ditch effort to turn the tide, the Trade Order sanctioned the creation of the Trader Emergency Coalition to combat the alien threat. The TEC quickly learned to marshal the vast industrial resources of the Trader Worlds towards military production and used their new war engine to finally stall the Vasari attack.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until ten years after the Vasari push into Trader Space that a new enemy arrived on the Eastern Fringe. The exiles from the past one-thousand years have returned, calling themselves the Advent. They gained a foothold on Trader territory before the TEC could redirect fleets to halt the Advent advance.&lt;br /&gt;
&lt;br /&gt;
Five years later, the war ground to a stalemate and Coalition forces built mighty Starbases to reinforce their systems on both fronts. However, faced with enemy fortifications as well, the TEC made little to no headway in reclaiming lost territory.&lt;br /&gt;
&lt;br /&gt;
This series of events lasted ten years until the races came to a realization that war was taking its toll on lives and resources. Envoys were sent and diplomacy was given a chance. This was short lived as many within the Coalition, Vasari, and Advent alike felt as though the peace would not last or that it was a waste given the current situation.&lt;br /&gt;
&lt;br /&gt;
In the face of increasing internal tensions, two conflicting philosophies began to develop in the TEC. There were Loyalists who wished to retreat into isolation by fortifying their defenses in hopes the war would finish itself. In opposition to the isolationists were Rebels who wanted vengeance for the atrocities inflicted upon humanity by the invading Advent and Vasari through twenty-five years of brutal war, and were grimly willing to ensure that the TEC emerged victorious by being as ruthless to their alien and deviant enemies as the invaders were during the terrible early invasions.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
Compared to their more advanced enemies, the TEC have primitive and makeshift technologies. This is made up for by their means of mass production and heavy firepower. The Coalition specializes in the use of mixed alloys and polymers to strengthen their armor, a strong economy, and mass production and efficiency.&lt;br /&gt;
&lt;br /&gt;
===TEC Industry===&lt;br /&gt;
&lt;br /&gt;
The TEC are masters of industry and efficiency quickly being able to start trade routes in multiple systems, as well as having very cost effective methods of building their orbital structures. They can inhabit most worlds effectively aside from volcanic worlds. They also have their hands in almost every single economic power and their suppliers regardless of race.&lt;br /&gt;
&lt;br /&gt;
When it comes to mass production the TEC are unmatched. In a time of dire need they will divert a large portion of their factories to military subcontracting. They may also build factories that can hyper-produce ships within their starbases.&lt;br /&gt;
&lt;br /&gt;
===TEC Defense and Weaponry===&lt;br /&gt;
&lt;br /&gt;
Where the other races rely on their offensive capabilities the TEC are masters at fortifying their territories. Strong alloys and polymers ensure a thick defensive hull is within all TEC orbital structures and ships making them very resistant to enemy firepower.&lt;br /&gt;
&lt;br /&gt;
With these powerful defenses they have mastered the art of having very powerful static defenses as well. Their Hangar Bays can be refitted to have anti-strike craft autocannons. Their already potent gauss turrets can be upgraded to sport missile packs and a long range meson-bolt. And their repair technology is unmatched even by Vasari nano-bots.&lt;br /&gt;
&lt;br /&gt;
And where their Defense may fail, this is made up for by their weaponry. The TEC make use of very low grade version laser and beam technologies, but their true strength comes from the chemical/nuclear weaponry equipped on many of their standard frigates and bombers. They also make use of auto-cannon payloads to rip through the hull of enemy ships.&lt;br /&gt;
&lt;br /&gt;
==Military Doctrine==&lt;br /&gt;
The Coalition was created from a prosperous trading society&#039;s need for a quickly-developed and powerful military force in the face of an emergency, so their military doctrine is different from the offensive-minded philosophies used by their technologically superior enemies.&lt;br /&gt;
&lt;br /&gt;
====Colonization and Colonial Development====&lt;br /&gt;
&lt;br /&gt;
Before the war, the Trade Order worlds that would become the TEC were already very industrious. When the Vasari first invaded, these worlds were already an economic machine that merely needed to marshal their vast resources for a massive military buildup. Rapid urban development was pushed among all planet types with strong preference for Terran Planets, but TEC development policies made sure that all habitable territories, like colonies on Desert and Ice Planets, contributed their fullest to the war effort.&lt;br /&gt;
&lt;br /&gt;
With the need to continue their trade routes, the TEC eventually found ways to put trade ports even on remote, seemingly useless locations (such as Dead Asteroids), making them able to develop trade routes without the need for starbases.&lt;br /&gt;
&lt;br /&gt;
===Strategic===&lt;br /&gt;
&lt;br /&gt;
The TEC are an &amp;quot;awakening giant&amp;quot;, an economic juggernaut mobilizing for war. They possess massive resource-gathering, trade and construction capabilities, and can cripple other empires&#039; means of production through the use of propaganda. Thanks to the war being fought in former Trader space, the TEC are able to call upon local insurgents to incite uprisings on enemy planets.&lt;br /&gt;
&lt;br /&gt;
===Tactical===&lt;br /&gt;
The TEC fleet is primarily an assemblage of refitted civilian vessels, with few purpose-built military ships and average strike craft capabilities. However, by the late stages of the war, they are now heavily armed and armored, with TEC fleets often winning the battle of attrition.&lt;br /&gt;
&lt;br /&gt;
==TEC Gameplay Properties==&lt;br /&gt;
&#039;&#039;&#039;TEC Fleet Properties:&#039;&#039;&#039;&lt;br /&gt;
*TEC frigates and corvettes are built to be simple, straightforward, and cost effective, although they often do not match their Advent counterparts in terms of damage-dealing efficiency, and are individually weaker than their Vasari equivalents. The TEC&#039;s mainstay light frigate, the Cobalt, is marginally less efficient than its Advent rival, the Disciple, but in terms of fleet supply it can be built up more quickly.&lt;br /&gt;
*TEC cruisers, like their frigates, are straightforward and utilitarian. The Hoshiko acts as their repair/defensive support cruiser while the Cielo is their disruptive/offensive support cruiser, although both cruisers do possess both supportive and disruptive abilities. The Kodiak is the TEC&#039;s heavy combat cruiser, and while it is extraordinarily tough for its cost, it lacks the offensive power of its rivals from the other factions. The TEC also have a specialized anti-structure cruiser, the Ogrov, which is very good at destroying the only things it can target: orbital structures and starbases.&lt;br /&gt;
*TEC ships have weak shields but exceptionally tough hulls and very thick armor. This makes them class leaders in terms of resilience - hull points benefit from both shield mitigation and armor, while shield points do not benefit from armor and thus decrease relatively quickly. TEC ships thus also frequently enjoy both shield regeneration and hull repair in parallel during battles. In support of this hull-heavy philosophy, the TEC has lucrative hull and armor research topics, but relatively weak and expensive shield research.&lt;br /&gt;
*TEC ships wield a variety of ordnance and energy weapons, including lasers, autocannons and missiles, and in a few cases, beams and Gauss guns. They as such have weapons research spread across several fields. The weapon type with the greatest upgrade potential is missiles, and this is also the weapon type of several offensively-oriented TEC units such as the Javelis frigate, the Ogrov, and bomber squadrons.&lt;br /&gt;
*TEC strikecraft are average, being individually weaker and more numerous than Vasari strikecraft, but stronger and fewer than Advent drones, having 5 bombers or 6 fighters per squad.&lt;br /&gt;
*TEC scouts can be used in flotillas to attack key orbital structures such as labs, capital ship factories and titan foundries with their unique Timed Explosives upgrade. This is especially effective against an enemy who isn&#039;t expecting it and is constructing a titan or a superweapon, as their significant resource investment can be blown up suddenly for very little cost. The scouts can also be upgraded with the Probe ability early on, allowing constant vision of enemy planets for extended periods of time for little risk or cost.&lt;br /&gt;
*The TEC&#039;s colonizing capital ship is the Akkan Battlecruiser, which is very tough and provides free resource extractors upon colonization. It can also interrupt and briefly disable enemy ships, especially capital ships, with Ion Bolt, and provide strategic support at higher levels with Armistice.&lt;br /&gt;
*The TEC&#039;s primary direct combat, area-effect damage and planet-bombing capital ship is the Marza Dreadnought, which excels against singular targets with its frontal firepower and can devastate fleets with its level 6 Missile Barrage ability.&lt;br /&gt;
*The TEC&#039;s main anti-ability/disabling capital ship is the Dunov Battlecruiser, which can do shield damage and drain antimatter in an area with its EMP Charge and disable enemy capital ship and starbase abilities with Magnetize.&lt;br /&gt;
*The TEC&#039;s anti-strikecraft capital ship and &#039;tank&#039; is the Kol Battleship, which is extraordinarily resilient and can do heavy damage to massed strikecraft with Flak Burst. In addition to simply being tough by itself, the Kol&#039;s Adaptive Forcefield and Finest Hour make it even more durable should it come under attack.&lt;br /&gt;
*The TEC Rebels&#039; Ragnarov Titan is offensively among the strongest titans in the game, excelling against both fleets of lesser ships with its Explosive Shot and Scattershot, and singular hard targets with its Snipe ability. The titan&#039;s main weaknesses are its fragility at low levels (by titan standards), and tendency to run out of antimatter, although it still provides very impressive long-range conventional firepower.&lt;br /&gt;
*The TEC Loyalists&#039; Ankylon Titan is the toughest ship in the game and is designed to do battle right in the middle of enemy fleets, with its all-around weapons distribution and area-effect abilities such as Disruption Matrix, which deals moderate damage and disables the abilities of everything within its radius - even other titans. While less of a direct offensive threat than most other titans, the Ankylon can still make its presence felt with its support abilities and respectable planet-bombing damage.&lt;br /&gt;
&#039;&#039;&#039;TEC Defense Properties:&#039;&#039;&#039;&lt;br /&gt;
*The TEC acquire repair facilities with only 1 Military Lab, and can upgrade them with research. They are made even more effective by the TEC fleet&#039;s strong armor, which can make each point repaired last longer.&lt;br /&gt;
*TEC starbases are built from dedicated construction cruisers, which account for a large fraction of their initial build costs, and require 3 Military Labs to research. TEC starbases possess significant firepower and are resilient, but are immobile and can thus susceptible to being bypassed by human opponents. Instead, their main threat factor comes through the Last Resort ability, which can be researched with 5 Military Labs. It allows a TEC starbase to self-destruct in massive catastrophic detonation which can eliminate entire fleets of frigates, cruisers, strikecraft, and even low-level capital ships in a large area around it. This makes it a serious threat that is more difficult to ignore. In addition to defensive purposes, the ever-utilitarian TEC can also use their starbases in supportive and economic roles: extending trade chains through uncolonizable gravity wells, acting as remote frigate factories, or serving as repair &amp;amp; recharge platforms for the fleet. Finally, with 8 Military Labs, the Loyalist TEC can research Twin Fortresses technology, which allows them to field an additional starbase per gravity well.&lt;br /&gt;
*TEC defense turrets are armed with Gauss guns, a weapon that isn&#039;t used by any other ship or structure except for the Rebels&#039; Ragnarov Titan, but nonetheless possesses a number of upgrade technologies. The turret can also be upgraded with a semi-long range single-target debuff ability, and area-effect damage ability.&lt;br /&gt;
*TEC hangar defenses can be outfitted with Flak Turrets that provide effective static defense against strikecraft and corvettes.&lt;br /&gt;
*TEC need 4 Military Labs to access Phase Jump Inhibitors, meaning that they appear later and at greater cost than they do for the other factions.&lt;br /&gt;
*TEC mine fields are built like structures, by construction frigates. This means that unlike the other factions, the TEC cannot deploy mines offensively in neutral or hostile gravity wells.&lt;br /&gt;
*TEC require 3 Civics Labs in order to access interstellar travel.&lt;br /&gt;
*The TEC&#039;s superweapon is the Novalith Cannon, which requires 6 Military Labs to build for the Loyalists (making it the fastest superweapon access in game) or 8 for the Rebels (putting it on par technologically with the Vasari&#039;s Kostura Cannon). Novaliths do severe direct bombardment damage to distant planets, reducing their health and population. Starbases with certain upgrades can be used to defend against planet loss from Novalith bombardment, but can&#039;t prevent population losses.&lt;br /&gt;
*The TEC can research Insurgency technology with 8 Civics Labs, which can force opposing players to build some defenses on all of their planets in order to fend off randomly-spawning hostile militia. However, the enemy can also take advantage of said militia to easily gain experience for their capital ships and titan, so this technology is not without its drawbacks.&lt;br /&gt;
&#039;&#039;&#039;TEC Economy Properties:&#039;&#039;&#039;&lt;br /&gt;
*The TEC have access to an early economic technology, Modular Architecture, with only 1 Civics Lab, which allows them to build extractors and factories more cheaply.&lt;br /&gt;
*The TEC gain trade the earliest, at only 2 Civics Labs, and can upgrade their trade abilities with further research. This gives the TEC the strongest credit economy of any faction.&lt;br /&gt;
*The TEC prefer Terran planets, and can hence increase their already large populations to gain even better credit income.&lt;br /&gt;
*TEC resource extraction technologies are relatively cheap and require few labs, and so, depending on circumstances, they can often be worthwhile investments.&lt;br /&gt;
*The TEC&#039;s ultimate civil research techology is Pervasive Economy, accessed with 8 Civics Labs, which grants them a fraction of the costs of any transaction going on anywhere on the map. This unique ability gives the TEC a very strong late-game economic advantage.&lt;br /&gt;
*The TEC have research topics which can improve structure and ship build times.&lt;br /&gt;
*The TEC have civil research (Favored Client Discount) which can improve exchange rates for resource trades on the black market, providing a viable alternative to resource extraction technologies, especially for a trade-heavy player with a strong credit economy.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Compared to their more advanced enemies, the TEC have primitive and makeshift technologies. This is made up for by their means of mass production and heavy firepower. The Coalition specializes in the use of mixed alloys and polymers to strengthen their armor, a strong economy, and mass production and efficiency.&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=TEC&amp;diff=521</id>
		<title>TEC</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=TEC&amp;diff=521"/>
		<updated>2016-06-28T18:19:43Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: /* History */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Trader Emergency Coalition, often abbreviated TEC, was a sort of military government formed from the Trade Order to combat the threat of the Vasari and, when they returned, the Advent.&lt;br /&gt;
&lt;br /&gt;
[[File:Tecfrontpage.PNG|right|200px]]&lt;br /&gt;
The &#039;&#039;&#039;Trader Emergency Coalition&#039;&#039;&#039;, often abbreviated &#039;&#039;&#039;TEC&#039;&#039;&#039;, was a sort of military government formed from the Trade Order to combat the threat of the Vasari and, when they returned, the Advent.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The history of the TEC began more than 1,000 years ago during the foundation of the Trade Order by economically driven settlers. Established on strict principles of economics and codes of behavior, the Trader Worlds quickly began to expand – making the Trade Order an industrial and commercial juggernaut. However, outside of the Traders&#039; core principles, each member world maintained its own interests, form of government, economic systems and culture.&lt;br /&gt;
&lt;br /&gt;
It was during this early period of the Trade Order that something unique took place which would later reshape the galaxy. During a routine exploratory expedition to recruit new trading partners, emissaries from the Order discovered a dry, desert world orbiting a red giant, whereupon further scans discovered a thriving civilization. Eager to integrate this prosperous civilization into the Trade Order, emissaries established communication with the civilization&#039;s leaders from orbit. However, the leaders turned down the membership offer.&lt;br /&gt;
&lt;br /&gt;
Not to be dissuaded, the Trade Order sent several market research teams to the desert planet in order to gather data that could be used to formulate a more enticing strategy for this civilization.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, dreams of integration quickly turned to horror upon landing on the planet. Here the teams discovered a colony of people practicing the most heinous forms of scientific and social deviancy. Invasive cerebral integration technologies, unrestricted biological experimentation, strange forms of collectivism, and wholesale usage of countless neurochemicals were but a few of the transgressions. All these deviancies and more violated the codes and principles of personal freedoms that made up the very foundation of the Trade Order.&lt;br /&gt;
&lt;br /&gt;
Having received only a single, incomplete report of this disturbing information, the emissaries returned to Trader space. Upon their return, their news sent shockwaves throughout the Trader Worlds, who voted overwhelmingly to take control of this desert planet and exile their twisted cousins to the far reaches of space. In time, this exiled civilization was forgotten.&lt;br /&gt;
&lt;br /&gt;
Over the next thousand years the Trade Order went on in relative peace and prosperity – a golden age for mankind. War became a thing read about only in history books and seen in holo-vids. The rare heated dispute was settled in Trader-sanctioned courts and merchant fleets filled the phase lanes with goods, while the worst thing one could worry about was the occasional raid by bands of marauding pirates in the trade lanes, easily dealt with by local defense fleets.&lt;br /&gt;
&lt;br /&gt;
The Trade Order‘s golden age came to an abrupt end a decade ago with the arrival of the Vasari Empire. With no defenses and constant political infighting between Trade Order representatives and numerous politicians, the Vasari swept the Order&#039;s ships aside with ease. Within only a few short months defeat seemed like a real possibility. In a last ditch effort to turn the tide, the Trade Order sanctioned the creation of the Trader Emergency Coalition to combat the alien threat. The TEC quickly learned to marshal the vast industrial resources of the Trader Worlds towards military production and used their new war engine to finally stall the Vasari attack.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until ten years after the Vasari push into Trader Space that a new enemy arrived on the Eastern Fringe. The exiles from the past one-thousand years have returned, calling themselves the Advent. They gained a foothold on Trader territory before the TEC could redirect fleets to halt the Advent advance.&lt;br /&gt;
&lt;br /&gt;
Five years later, the war ground to a stalemate and Coalition forces built mighty Starbases to reinforce their systems on both fronts. However, faced with enemy fortifications as well, the TEC made little to no headway in reclaiming lost territory.&lt;br /&gt;
&lt;br /&gt;
This series of events lasted ten years until the races came to a realization that war was taking its toll on lives and resources. Envoys were sent and diplomacy was given a chance. This was short lived as many within the Coalition, Vasari, and Advent alike felt as though the peace would not last or that it was a waste given the current situation.&lt;br /&gt;
&lt;br /&gt;
In the face of increasing internal tensions, two conflicting philosophies began to develop in the TEC. There were Loyalists who wished to retreat into isolation by fortifying their defenses in hopes the war would finish itself. In opposition to the isolationists were Rebels who wanted vengeance for the atrocities inflicted upon humanity by the invading Advent and Vasari through twenty-five years of brutal war, and were grimly willing to ensure that the TEC emerged victorious by being as ruthless to their alien and deviant enemies as the invaders were during the terrible early invasions.&lt;br /&gt;
&lt;br /&gt;
==Technology==&lt;br /&gt;
&lt;br /&gt;
Compared to their more advanced enemies, the TEC have primitive and makeshift technologies. This is made up for by their means of mass production and heavy firepower. The Coalition specializes in the use of mixed alloys and polymers to strengthen their armor, a strong economy, and mass production and efficiency.&lt;br /&gt;
&lt;br /&gt;
===TEC Industry===&lt;br /&gt;
&lt;br /&gt;
The TEC are masters of industry and efficiency quickly being able to start trade routes in multiple systems, as well as having very cost effective methods of building their orbital structures. They can inhabit most worlds effectively aside from volcanic worlds. They also have their hands in almost every single economic power and their suppliers regardless of race.&lt;br /&gt;
&lt;br /&gt;
When it comes to mass production the TEC are unmatched. In a time of dire need they will divert a large portion of their factories to military subcontracting. They may also build factories that can hyper-produce ships within their starbases.&lt;br /&gt;
&lt;br /&gt;
===TEC Defense and Weaponry===&lt;br /&gt;
&lt;br /&gt;
Where the other races rely on their offensive capabilities the TEC are masters at fortifying their territories. Strong alloys and polymers ensure a thick defensive hull is within all TEC orbital structures and ships making them very resistant to enemy firepower.&lt;br /&gt;
&lt;br /&gt;
With these powerful defenses they have mastered the art of having very powerful static defenses as well. Their Hangar Bays can be refitted to have anti-strike craft autocannons. Their already potent gauss turrets can be upgraded to sport missile packs and a long range meson-bolt. And their repair technology is unmatched even by Vasari nano-bots.&lt;br /&gt;
&lt;br /&gt;
And where their Defense may fail, this is made up for by their weaponry. The TEC make use of very low grade version laser and beam technologies, but their true strength comes from the chemical/nuclear weaponry equipped on many of their standard frigates and bombers. They also make use of auto-cannon payloads to rip through the hull of enemy ships.&lt;br /&gt;
&lt;br /&gt;
==Military Doctrine==&lt;br /&gt;
The Coalition was created from a prosperous trading society&#039;s need for a quickly-developed and powerful military force in the face of an emergency, so their military doctrine is different from the offensive-minded philosophies used by their technologically superior enemies.&lt;br /&gt;
&lt;br /&gt;
====Colonization and Colonial Development====&lt;br /&gt;
&lt;br /&gt;
Before the war, the Trade Order worlds that would become the TEC were already very industrious. When the Vasari first invaded, these worlds were already an economic machine that merely needed to marshal their vast resources for a massive military buildup. Rapid urban development was pushed amongst all planet types with strong preference for [[Terran Planet|Terran planets]], but TEC development policies made sure that all habitable territories, like colonies on [[Desert Planet|Desert]] and [[Ice Planet|Ice]] Planets, contributed their fullest to the war effort.&lt;br /&gt;
&lt;br /&gt;
With the need to continue their trade routes, the TEC eventually found ways to put trade ports even on remote, seemingly useless locations (such as [[Dead Asteroid]]s), making them able to develop trade routes without the need for [[starbase]]s.&lt;br /&gt;
&lt;br /&gt;
===Strategic===&lt;br /&gt;
&lt;br /&gt;
The TEC are an &amp;quot;awakening giant&amp;quot;, an economic juggernaut mobilizing for war. They possess massive resource-gathering, trade and construction capabilities, and can cripple other empires&#039; means of production through the use of propaganda. Thanks to the war being fought in former Trader space, the TEC are able to call upon local insurgents to incite uprisings on enemy planets.&lt;br /&gt;
&lt;br /&gt;
===Tactical===&lt;br /&gt;
The TEC fleet is primarily an assemblage of refitted civilian vessels, with few purpose-built military ships and average strike craft capabilities. However, by the late stages of the war, they are now heavily armed and armored, with TEC fleets often winning the battle of attrition.&lt;br /&gt;
&lt;br /&gt;
==TEC Gameplay Properties==&lt;br /&gt;
&#039;&#039;&#039;TEC Fleet Properties:&#039;&#039;&#039;&lt;br /&gt;
*TEC frigates and corvettes are built to be simple, straightforward, and cost effective, although they often do not match their Advent counterparts in terms of damage-dealing efficiency, and are individually weaker than their Vasari equivalents. The TEC&#039;s mainstay [[Light Frigate|light frigate]], the [[Cobalt Light Frigate|Cobalt]], is marginally less efficient than its Advent rival, the Disciple, but in terms of fleet supply it can be built up more quickly.&lt;br /&gt;
*TEC cruisers, like their frigates, are straightforward and utilitarian. The [[Hoshiko Robotics Cruiser|Hoshiko]] acts as their repair/defensive support cruiser while the [[Cielo Command Cruiser|Cielo]] is their disruptive/offensive support cruiser, although both cruisers do possess both supportive and disruptive abilities. The [[Kodiak Heavy Cruiser|Kodiak]] is the TEC&#039;s [[Heavy Combat Cruiser|heavy combat cruiser]], and while it is extraordinarily tough for its cost, it lacks the offensive power of its rivals from the other factions. The TEC also have a specialized [[Anti-Structure Cruiser|anti-structure cruiser]], the [[Ogrov Torpedo Cruiser|Ogrov]], which is very good at destroying the only things it can target: orbital structures and starbases.&lt;br /&gt;
*TEC ships have weak shields but exceptionally tough hulls and very thick armor. This makes them class leaders in terms of resilience - hull points benefit from both [[shield mitigation]] and [[armor]], while shield points do not benefit from armor and thus decrease relatively quickly. TEC ships thus also frequently enjoy both shield regeneration and hull repair in parallel during battles. In support of this hull-heavy philosophy, the TEC has lucrative hull and armor research topics, but relatively weak and expensive shield research.&lt;br /&gt;
*TEC ships wield a variety of ordnance and energy weapons, including lasers, autocannons and missiles, and in a few cases, beams and Gauss guns. They as such have weapons research spread across several fields. The weapon type with the greatest upgrade potential is missiles, and this is also the weapon type of several offensively-oriented TEC units such as the [[Javelis LRM Frigate|Javelis]] frigate, the Ogrov, and bomber squadrons.&lt;br /&gt;
*TEC strikecraft are average, being individually weaker and more numerous than Vasari strikecraft, but stronger and fewer than Advent drones, having 5 [[TEC Bomber|bombers]] or 6 [[TEC Fighter|fighters]] per squad.&lt;br /&gt;
*TEC [[Arcova Scout Frigate|scouts]] can be used in flotillas to attack key orbital structures such as labs, capital ship factories and titan foundries with their unique [[Timed Explosives]] upgrade. This is especially effective against an enemy who isn&#039;t expecting it and is constructing a titan or a superweapon, as their significant resource investment can be blown up suddenly for very little cost. The scouts can also be upgraded with the [[Probe]] ability early on, allowing constant vision of enemy planets for extended periods of time for little risk or cost.&lt;br /&gt;
*The TEC&#039;s colonizing capital ship is the [[Akkan Battlecruiser]], which is very tough and provides free resource extractors upon colonization. It can also interrupt and briefly disable enemy ships, especially capital ships, with [[Ion Bolt]], and provide strategic support at higher levels with [[Armistice]].&lt;br /&gt;
*The TEC&#039;s primary direct combat, area-effect damage and planet-bombing capital ship is the [[Marza Dreadnought]], which excels against singular targets with its frontal firepower and can devastate fleets with its level 6 [[Missile Barrage]] ability.&lt;br /&gt;
*The TEC&#039;s main anti-ability/disabling capital ship is the [[Dunov Battlecruiser]], which can do shield damage and drain antimatter in an area with its [[EMP Charge]] and disable enemy capital ship and starbase abilities with Magnetize.&lt;br /&gt;
*The TEC&#039;s anti-strikecraft capital ship and &#039;tank&#039; is the [[Kol Battleship]], which is extraordinarily resilient and can do heavy damage to massed strikecraft with [[Flak Burst]]. In addition to simply being tough by itself, the Kol&#039;s [[Adaptive Forcefield]] and [[Finest Hour]] make it even more durable should it come under attack.&lt;br /&gt;
*The TEC Rebels&#039; Ragnarov Titan is offensively among the strongest titans in the game, excelling against both fleets of lesser ships with its Explosive Shot and Scattershot, and singular hard targets with its Snipe ability. The titan&#039;s main weaknesses are its fragility at low levels (by titan standards), and tendency to run out of antimatter, although it still provides very impressive long-range conventional firepower.&lt;br /&gt;
*The TEC Loyalists&#039; Ankylon Titan is the toughest ship in the game and is designed to do battle right in the middle of enemy fleets, with its all-around weapons distribution and area-effect abilities such as Disruption Matrix, which deals moderate damage and disables the abilities of everything within its radius - even other titans. While less of a direct offensive threat than most other titans, the Ankylon can still make its presence felt with its support abilities and respectable planet-bombing damage.&lt;br /&gt;
&#039;&#039;&#039;TEC Defense Properties:&#039;&#039;&#039;&lt;br /&gt;
*The TEC acquire repair facilities with only 1 Military Lab, and can upgrade them with research. They are made even more effective by the TEC fleet&#039;s strong armor, which can make each point repaired last longer.&lt;br /&gt;
*TEC starbases are built from dedicated construction cruisers, which account for a large fraction of their initial build costs, and require 3 Military Labs to research. TEC starbases possess significant firepower and are resilient, but are immobile and can thus susceptible to being bypassed by human opponents. Instead, their main threat factor comes through the Last Resort ability, which can be researched with 5 Military Labs. It allows a TEC starbase to self-destruct in massive catastrophic detonation which can eliminate entire fleets of frigates, cruisers, strikecraft, and even low-level capital ships in a large area around it. This makes it a serious threat that is more difficult to ignore. In addition to defensive purposes, the ever-utilitarian TEC can also use their starbases in supportive and economic roles: extending trade chains through uncolonizable gravity wells, acting as remote frigate factories, or serving as repair &amp;amp; recharge platforms for the fleet. Finally, with 8 Military Labs, the Loyalist TEC can research Twin Fortresses technology, which allows them to field an additional starbase per gravity well.&lt;br /&gt;
*TEC defense turrets are armed with Gauss guns, a weapon that isn&#039;t used by any other ship or structure except for the Rebels&#039; Ragnarov Titan, but nonetheless possesses a number of upgrade technologies. The turret can also be upgraded with a [[Meson Bolt Cannon|semi-long range single-target debuff ability]], and a [[Burst Rockets|short-range area-effect damage ability]].&lt;br /&gt;
*TEC hangar defenses can be outfitted with Flak Turrets that provide effective static defense against strikecraft and corvettes.&lt;br /&gt;
*TEC need 4 Military Labs to access Phase Jump Inhibitors, meaning that they appear later and at greater cost than they do for the other factions.&lt;br /&gt;
*TEC mine fields are built like structures, by construction frigates. This means that unlike the other factions, the TEC cannot deploy mines offensively in neutral or hostile gravity wells.&lt;br /&gt;
*TEC require 3 Civics Labs in order to access interstellar travel.&lt;br /&gt;
*The TEC&#039;s superweapon is the Novalith Cannon, which requires 6 Military Labs to build for the Loyalists (making it the fastest superweapon access in game) or 8 for the Rebels (putting it on par technologically with the Vasari&#039;s Kostura Cannon). Novaliths do severe direct bombardment damage to distant planets, reducing their health and population. Starbases with certain upgrades can be used to defend against planet loss from Novalith bombardment, but can&#039;t prevent population losses.&lt;br /&gt;
*The TEC can research Insurgency technology with 8 Civics Labs, which can force opposing players to build some defenses on all of their planets in order to fend off randomly-spawning hostile militia. However, the enemy can also take advantage of said militia to easily gain experience for their capital ships and titan, so this technology is not without its drawbacks.&lt;br /&gt;
&#039;&#039;&#039;TEC Economy Properties:&#039;&#039;&#039;&lt;br /&gt;
*The TEC have access to an early economic technology, Modular Architecture, with only 1 Civics Lab, which allows them to build extractors and factories more cheaply.&lt;br /&gt;
*The TEC gain trade the earliest, at only 2 Civics Labs, and can upgrade their trade abilities with further research. This gives the TEC the strongest credit economy of any faction.&lt;br /&gt;
*The TEC prefer Terran planets, and can hence increase their already large populations to gain even better credit income.&lt;br /&gt;
*TEC resource extraction technologies are relatively cheap and require few labs, and so, depending on circumstances, they can often be worthwhile investments.&lt;br /&gt;
*The TEC&#039;s ultimate civil research techology is Pervasive Economy, accessed with 8 Civics Labs, which grants them a fraction of the costs of any transaction going on anywhere on the map. This unique ability gives the TEC a very strong late-game economic advantage.&lt;br /&gt;
*The TEC have research topics which can improve structure and ship build times.&lt;br /&gt;
*The TEC have civil research (Favored Client Discount) which can improve exchange rates for resource trades on the black market, providing a viable alternative to resource extraction technologies, especially for a trade-heavy player with a strong credit economy.&lt;br /&gt;
&lt;br /&gt;
==TEC Structures, Ships, and Research==&lt;br /&gt;
{{TEC}}&lt;br /&gt;
[[Category:TEC|*]]&lt;br /&gt;
[[Category:Factions]]&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Compared to their more advanced enemies, the TEC have primitive and makeshift technologies. This is made up for by their means of mass production and heavy firepower. The Coalition specializes in the use of mixed alloys and polymers to strengthen their armor, a strong economy, and mass production and efficiency.&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=TEC&amp;diff=511</id>
		<title>TEC</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=TEC&amp;diff=511"/>
		<updated>2016-06-28T18:03:21Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: Created page with &amp;quot;The Trader Emergency Coalition, often abbreviated TEC, was a sort of military government formed from the Trade Order to combat the threat of the Vasari and, when they returned...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Trader Emergency Coalition, often abbreviated TEC, was a sort of military government formed from the Trade Order to combat the threat of the Vasari and, when they returned, the Advent.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The history of the TEC began more than 1,000 years ago during the foundation of the Trade Order by economically driven settlers. Established on strict principles of economics and codes of behavior, the Trader Worlds quickly began to expand – making the Trade Order an industrial and commercial juggernaut. However, outside of the Traders&#039; core principles, each member world maintained its own interests, form of government, economic systems and culture.&lt;br /&gt;
&lt;br /&gt;
It was during this early period of the Trade Order that something unique took place which would later reshape the galaxy. During a routine exploratory expedition to recruit new trading partners, emissaries from the Order discovered a dry, desert world orbiting a red giant, whereupon further scans discovered a thriving civilization. Eager to integrate this prosperous civilization into the Trade Order, emissaries established communication with the civilization&#039;s leaders from orbit. However, the leaders turned down the membership offer.&lt;br /&gt;
&lt;br /&gt;
Not to be dissuaded, the Trade Order sent several market research teams to the desert planet in order to gather data that could be used to formulate a more enticing strategy for this civilization.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, dreams of integration quickly turned to horror upon landing on the planet. Here the teams discovered a colony of people practicing the most heinous forms of scientific and social deviancy. Invasive cerebral integration technologies, unrestricted biological experimentation, strange forms of collectivism, and wholesale usage of countless neurochemicals were but a few of the transgressions. All these deviancies and more violated the codes and principles of personal freedoms that made up the very foundation of the Trade Order.&lt;br /&gt;
&lt;br /&gt;
Having received only a single, incomplete report of this disturbing information, the emissaries returned to Trader space. Upon their return, their news sent shockwaves throughout the Trader Worlds, who voted overwhelmingly to take control of this desert planet and exile their twisted cousins to the far reaches of space. In time, this exiled civilization was forgotten.&lt;br /&gt;
&lt;br /&gt;
Over the next thousand years the Trade Order went on in relative peace and prosperity – a golden age for mankind. War became a thing read about only in history books and seen in holo-vids. The rare heated dispute was settled in Trader-sanctioned courts and merchant fleets filled the phase lanes with goods, while the worst thing one could worry about was the occasional raid by bands of marauding pirates in the trade lanes, easily dealt with by local defense fleets.&lt;br /&gt;
&lt;br /&gt;
The Trade Order‘s golden age came to an abrupt end a decade ago with the arrival of the Vasari Empire. With no defenses and constant political infighting between Trade Order representatives and numerous politicians, the Vasari swept the Order&#039;s ships aside with ease. Within only a few short months defeat seemed like a real possibility. In a last ditch effort to turn the tide, the Trade Order sanctioned the creation of the Trader Emergency Coalition to combat the alien threat. The TEC quickly learned to marshal the vast industrial resources of the Trader Worlds towards military production and used their new war engine to finally stall the Vasari attack.&lt;br /&gt;
&lt;br /&gt;
It wasn&#039;t until ten years after the Vasari push into Trader Space that a new enemy arrived on the Eastern Fringe. The exiles from the past one-thousand years have returned, calling themselves the Advent. They gained a foothold on Trader territory before the TEC could redirect fleets to halt the Advent advance.&lt;br /&gt;
&lt;br /&gt;
Five years later, the war ground to a stalemate and Coalition forces built mighty Starbases to reinforce their systems on both fronts. However, faced with enemy fortifications as well, the TEC made little to no headway in reclaiming lost territory.&lt;br /&gt;
&lt;br /&gt;
This series of events lasted ten years until the races came to a realization that war was taking its toll on lives and resources. Envoys were sent and diplomacy was given a chance. This was short lived as many within the Coalition, Vasari, and Advent alike felt as though the peace would not last or that it was a waste given the current situation.&lt;br /&gt;
&lt;br /&gt;
In the face of increasing internal tensions, two conflicting philosophies began to develop in the TEC. There were Loyalists who wished to retreat into isolation by fortifying their defenses in hopes the war would finish itself. In opposition to the isolationists were Rebels who wanted vengeance for the atrocities inflicted upon humanity by the invading Advent and Vasari through twenty-five years of brutal war, and were grimly willing to ensure that the TEC emerged victorious by being as ruthless to their alien and deviant enemies as the invaders were during the terrible early invasions.&lt;br /&gt;
&lt;br /&gt;
== Technology ==&lt;br /&gt;
&lt;br /&gt;
Compared to their more advanced enemies, the TEC have primitive and makeshift technologies. This is made up for by their means of mass production and heavy firepower. The Coalition specializes in the use of mixed alloys and polymers to strengthen their armor, a strong economy, and mass production and efficiency.&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=501</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=501"/>
		<updated>2016-06-28T15:22:52Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Your Galaxy and You ==&lt;br /&gt;
&lt;br /&gt;
A game of Sins of a Solar Empire can feature many planets in a solar system with distances spanning millions of miles. In larger games, players may encounter more than 100 planets across six or more solar systems with distances spanning many light years. Solar systems are comprised of a single star surrounded by many planets, planetoids, or anomalies. Each of these objects generates a spherical gravity well around themselves, the size of which is determined by their mass and density. &lt;br /&gt;
&lt;br /&gt;
Ships are affected by gravity wells in several ways: vessels travelling towards the center of a gravity will move faster while those moving away are slower; gravity wells also impact a ship‘s ability to Phase Jump. With such vast distances in play, it would literally take hours for ships to travel from one world to the next using sub-light speeds. The races in Sins of a Solar Empire work around this dilemma by using Phase Space. As a ship reaches the edge of an object‘s gravity well, they will power-up their phase jump engines and punch a temporary hole into Phase Space. &lt;br /&gt;
&lt;br /&gt;
Through Phase Space, trips that would have literally taken hours of game-time to traverse occur in just seconds. There are some limitations with travelling through Phase Space, however. Not all worlds are directly reachable from one another; those that are are indicated by faint lines connecting the objects in a solar system called phase lanes. Phase lanes indicate the corridors of space through which a ship can enter Phase Space. This is important, as it means that you can create bottlenecks to protect your empire from invaders. Another limitation is that once a ship has entered Phase Space, it cannot be interacted with. You must wait for the vessel to reach its destination before issuing it new orders. Lastly, ships entering Phase Space are vulnerable to attack while they power-up their jump engines.&lt;br /&gt;
&lt;br /&gt;
== The Empire Tree ==&lt;br /&gt;
&lt;br /&gt;
One of the most powerful tools in the game is the Empire Tree – a collapsible tree that resides along the left-edge of the screen. The Empire Tree lists the planets, structures, and ships in the galaxy that you have selected or that you have attached through pinning. The Empire Tree gives you direct control over the whole of your territory using an intelligent selection and display system. &lt;br /&gt;
&lt;br /&gt;
At the top of the window are three buttons: Pin, Search and Stack. When you select an object, its hierarchy will appear in the Empire Tree until you select something else or deselect it. If you‘d like to keep an object in the Empire Tree, select it and click the Pin button. The Search button allows you to quickly display and select certain planets, ships and control groups by simply clicking on the appropriate button or icon. As you hover over each button with your cursor, an InfoCard will appear displaying more details for that item. Stacking combines all ships of the same type into a single icon, instead of displaying each vessel individually. &lt;br /&gt;
&lt;br /&gt;
To make the most of the Empire Tree, in particular after selecting units using the Search button, you can move through the sub-selected item in the tree using tab and control-tab. This allows you to operate on each object without losing your overall selection, and is very useful during combat situations. Every object in that appears in the Empire Tree can be interacted with in the same way you would in the main gameplay view. You can even instruct one of your groups to attack an enemy.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls and Zooming ==&lt;br /&gt;
&lt;br /&gt;
With a galaxy at your fingertips, it‘s critical to be able to view what‘s happening quickly and easily. Sins of a Solar Empire‘s camera and zoom options are what help to make this possible. Using the mouse wheel, you can zoom out to a view of the entire galaxy or zoom in to the smallest fighter. There are two primary camera modes:  Zoom-to-Cursor and Standard.&lt;br /&gt;
&lt;br /&gt;
Zoom to Cursor (default): This is an intelligent mode where the camera will zoom to where your mouse cursor is located on the screen. If your cursor is over a particular object, the camera will center upon it while you zoom in or out.&lt;br /&gt;
&lt;br /&gt;
Standard: In this mode, the camera will zoom in or out on the center of the screen. You can also lock onto specific objects with this mode by double-clicking on them. Both camera modes are useful and some players may want to switch quickly between them. This can be done by pressing the “m” hotkey. &lt;br /&gt;
&lt;br /&gt;
By holding down the right-mouse button and moving the mouse, you can swivel the camera 360 degrees. If you‘re locked onto an object at the time, the camera will swing around it. Even more ways to control the camera can be found in the key bindings section in the Options menu.&lt;br /&gt;
&lt;br /&gt;
== Report Dialogues ==&lt;br /&gt;
&lt;br /&gt;
Located on the lower left of the gameplay screen are the Report Dialogs. This is where you‘ll get information on the latest happenings around your empire – everything from offers of alliance, to construction projects being completed, to raids against one of your worlds. As a new report comes in, an image will appear in its respective button to give you a quick heads-up on what type of news it is. By clicking on an alert, a dialog box will appear that displays a history of the last several reports you‘ve received in that category. You can move forward through the list of reports by left-clicking on the button, or move backward in the list by right-clicking. If you hit the space bar, the camera will automatically jump to where the highlighted report originated. &lt;br /&gt;
&lt;br /&gt;
From left-to-right the four types of reports are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Reports:&#039;&#039;&#039; These will tell you when a new planet has been discovered by one of your ships, when one of your worlds has completed a important project and more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Production Reports:&#039;&#039;&#039; These reports inform you when new ships are completed by one of your shipyards, plus when structures and research are finished.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy Reports:&#039;&#039;&#039; Should another player have a treaty to offer, it will be logged in this report.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Threat Reports:&#039;&#039;&#039; When a new item appears here, be warned! It‘s an indication that one of your ships or planets is under attack - or worse.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Stats Display ==&lt;br /&gt;
&lt;br /&gt;
You can find out vital information about your currently selected object from these three windows. For ships or structures, current hit points, shield points (if applicable) and antimatter store (if applicable) are listed. On planets the display shows the world‘s current health, tax income rate, and culture rate. By default the Quick Stats displays your Empire, Military and Economy rankings. Scuttle / Abandon Planet At the bottom of the center selection window is the Scuttle button. This allows you to destroy any ship or structure that you own, or to abandon a planet. Should you wish to abort the countdown, just hit the Scuttle button again. Scuttled ships and structures will gain you back some resources. &lt;br /&gt;
&lt;br /&gt;
==Auto-placement==&lt;br /&gt;
&lt;br /&gt;
If you don‘t want to place structures around your planets yourself, you can have the AI do it for you by enabling Auto-Placement. When enabled, the AI will place the structures you tell it to build using its best judgment. &lt;br /&gt;
&lt;br /&gt;
== Pinging and Ally Requests ==&lt;br /&gt;
&lt;br /&gt;
There are two methods of pings in Sins of a Solar Empire and both will work in single-player and multiplayer games. A standard ping, issued by clicking the &amp;quot;Ping&amp;quot; button, creates a temporary visual marker around the selected object that‘s visible to your allies. In single-player games, your computer-controlled allies will make their best judgment call as to what you intend for them to do with your request. Smart pings give you greater control and can double as a method for requesting A.I. allies to perform certain tasks. &lt;br /&gt;
&lt;br /&gt;
To issue a smart ping, first select another faction’s planet; you‘ll see three buttons appear in the Action Grid:&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Set Ally Attack Target&#039;&#039;&#039; – requests your allies to attack the pinged target.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cancel Ally Order&#039;&#039;&#039; – tells your ally to ignore your last request.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Set Ally Defense Target&#039;&#039;&#039; – requests that your ally send ships to defend the target.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action Grid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Action Grid appears in the lower-right corner of the gameplay area and is where the most used game controls appear. The buttons on the Action Grid will vary depending on whether you have a planet or ship selected. For planets the grid displays:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Development&#039;&#039;&#039; – Gives you access to the upgrades needed to turn your planet from a simple colony into a beacon of power.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Logistics Structures&#039;&#039;&#039; – From this you can construct new factories, mines, research facilities and more in orbit above your world.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Structures&#039;&#039;&#039; – A wise ruler knows to protect his planets and this tab gives you the ability to do just that with weapons platforms, repair bays and more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ship Construction&#039;&#039;&#039; – On the lower bar of the Action Grid you can access your various ship construction options. Some vessels require special factories and research before they can be constructed.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rally Point&#039;&#039;&#039; – With this button you can set a rally point for all the ships built at this planet. Rally points can be placed in any gravity well or even attached to specific fleets. Planet development, logistics and tactical structures will be explored later in the manual in greater detail.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack Stance&#039;&#039;&#039; – By left-clicking this button you can order your ships to attack a specific target or area. Right-clicking toggles auto-attack on and off.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stop&#039;&#039;&#039; – Cancels all the orders that have been given to the selected vessel or structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; – Left-clicking this button allows you to move the selected ship to the desired location by left-clicking again on your destination. Right-clicking this button toggles group movement on and off. With group movement on, your ships will attempt to phase jump as a group and not individually.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Squadron Management&#039;&#039;&#039; – For those ships or structures which are able to support squadrons you‘ll be able to click on this button to order the construction of fighter or bomber squads.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Management&#039;&#039;&#039; – Capital ships and Titans can be upgraded with unique abilities when they gain levels; while you can purchase up to eight upgrades for your starbases based on your technology research.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fleet Cohesion&#039;&#039;&#039; – This controls how far ships can move from their fleet leader. Tight is a very short distance (stay as close as possible), Standard is a moderate distance, and Loose is relatively far.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Engagement Range&#039;&#039;&#039; – This is the range that ships use to determine whether they can attack or use special abilities on a target.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Leave Fleet&#039;&#039;&#039; - Remove the ship from the fleet it’s currently joined to.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Create Fleet&#039;&#039;&#039; – This creates a fleet from the ships you currently have selected. Whichever vessel you have sub-selected within your group becomes the fleet‘s leader. The other ships in the fleet will rally around the leader and attempt to act as a single, cohesive unit based on the orders you give it. By default, most ships will automatically attempt to join a fleet if one exists in the gravity well when they enter it.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Retreat&#039;&#039;&#039; – When clicked, the selected forces will retreat to the closest, safest planet possible, avoiding enemy territory if they can. Note that it may not always be possible for your forces to retreat to a safe planet. Retreating forces ignore jump as group orders.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=491</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=491"/>
		<updated>2016-06-27T20:55:20Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Your Galaxy and You ==&lt;br /&gt;
&lt;br /&gt;
A game of Sins of a Solar Empire can feature many planets in a solar system with distances spanning millions of miles. In larger games, players may encounter more than 100 planets across six or more solar systems with distances spanning many light years. Solar systems are comprised of a single star surrounded by many planets, planetoids, or anomalies. Each of these objects generates a spherical gravity well around themselves, the size of which is determined by their mass and density. &lt;br /&gt;
&lt;br /&gt;
Ships are affected by gravity wells in several ways: vessels travelling towards the center of a gravity will move faster while those moving away are slower; gravity wells also impact a ship‘s ability to Phase Jump. With such vast distances in play, it would literally take hours for ships to travel from one world to the next using sub-light speeds. The races in Sins of a Solar Empire work around this dilemma by using Phase Space. As a ship reaches the edge of an object‘s gravity well, they will power-up their phase jump engines and punch a temporary hole into Phase Space. &lt;br /&gt;
&lt;br /&gt;
Through Phase Space, trips that would have literally taken hours of game-time to traverse occur in just seconds. There are some limitations with travelling through Phase Space, however. Not all worlds are directly reachable from one another; those that are are indicated by faint lines connecting the objects in a solar system called phase lanes. Phase lanes indicate the corridors of space through which a ship can enter Phase Space. This is important, as it means that you can create bottlenecks to protect your empire from invaders. Another limitation is that once a ship has entered Phase Space, it cannot be interacted with. You must wait for the vessel to reach its destination before issuing it new orders. Lastly, ships entering Phase Space are vulnerable to attack while they power-up their jump engines.&lt;br /&gt;
&lt;br /&gt;
== The Empire Tree ==&lt;br /&gt;
&lt;br /&gt;
One of the most powerful tools in the game is the Empire Tree – a collapsible tree that resides along the left-edge of the screen. The Empire Tree lists the planets, structures, and ships in the galaxy that you have selected or that you have attached through pinning. The Empire Tree gives you direct control over the whole of your territory using an intelligent selection and display system. &lt;br /&gt;
&lt;br /&gt;
At the top of the window are three buttons: Pin, Search and Stack. When you select an object, its hierarchy will appear in the Empire Tree until you select something else or deselect it. If you‘d like to keep an object in the Empire Tree, select it and click the Pin button. The Search button allows you to quickly display and select certain planets, ships and control groups by simply clicking on the appropriate button or icon. As you hover over each button with your cursor, an InfoCard will appear displaying more details for that item. Stacking combines all ships of the same type into a single icon, instead of displaying each vessel individually. &lt;br /&gt;
&lt;br /&gt;
To make the most of the Empire Tree, in particular after selecting units using the Search button, you can move through the sub-selected item in the tree using tab and control-tab. This allows you to operate on each object without losing your overall selection, and is very useful during combat situations. Every object in that appears in the Empire Tree can be interacted with in the same way you would in the main gameplay view. You can even instruct one of your groups to attack an enemy.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls and Zooming ==&lt;br /&gt;
&lt;br /&gt;
With a galaxy at your fingertips, it‘s critical to be able to view what‘s happening quickly and easily. Sins of a Solar Empire‘s camera and zoom options are what help to make this possible. Using the mouse wheel, you can zoom out to a view of the entire galaxy or zoom in to the smallest fighter. There are two primary camera modes:  Zoom-to-Cursor and Standard.&lt;br /&gt;
&lt;br /&gt;
Zoom to Cursor (default): This is an intelligent mode where the camera will zoom to where your mouse cursor is located on the screen. If your cursor is over a particular object, the camera will center upon it while you zoom in or out.&lt;br /&gt;
&lt;br /&gt;
Standard: In this mode, the camera will zoom in or out on the center of the screen. You can also lock onto specific objects with this mode by double-clicking on them. Both camera modes are useful and some players may want to switch quickly between them. This can be done by pressing the “m” hotkey. &lt;br /&gt;
&lt;br /&gt;
By holding down the right-mouse button and moving the mouse, you can swivel the camera 360 degrees. If you‘re locked onto an object at the time, the camera will swing around it. Even more ways to control the camera can be found in the key bindings section in the Options menu.&lt;br /&gt;
&lt;br /&gt;
== Report Dialogues ==&lt;br /&gt;
&lt;br /&gt;
Located on the lower left of the gameplay screen are the Report Dialogs. This is where you‘ll get information on the latest happenings around your empire – everything from offers of alliance, to construction projects being completed, to raids against one of your worlds. As a new report comes in, an image will appear in its respective button to give you a quick heads-up on what type of news it is. By clicking on an alert, a dialog box will appear that displays a history of the last several reports you‘ve received in that category. You can move forward through the list of reports by left-clicking on the button, or move backward in the list by right-clicking. If you hit the space bar, the camera will automatically jump to where the highlighted report originated. &lt;br /&gt;
&lt;br /&gt;
From left-to-right the four types of reports are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Reports:&#039;&#039;&#039; These will tell you when a new planet has been discovered by one of your ships, when one of your worlds has completed a important project and more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Production Reports:&#039;&#039;&#039; These reports inform you when new ships are completed by one of your shipyards, plus when structures and research are finished.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy Reports:&#039;&#039;&#039; Should another player have a treaty to offer, it will be logged in this report.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Threat Reports:&#039;&#039;&#039; When a new item appears here, be warned! It‘s an indication that one of your ships or planets is under attack - or worse.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Stats Display ==&lt;br /&gt;
&lt;br /&gt;
You can find out vital information about your currently selected object from these three windows. For ships or structures, current hit points, shield points (if applicable) and antimatter store (if applicable) are listed. On planets the display shows the world‘s current health, tax income rate, and culture rate. By default the Quick Stats displays your Empire, Military and Economy rankings. Scuttle / Abandon Planet At the bottom of the center selection window is the Scuttle button. This allows you to destroy any ship or structure that you own, or to abandon a planet. Should you wish to abort the countdown, just hit the Scuttle button again. Scuttled ships and structures will gain you back some resources. &lt;br /&gt;
&lt;br /&gt;
==Auto-placement==&lt;br /&gt;
&lt;br /&gt;
If you don‘t want to place structures around your planets yourself, you can have the AI do it for you by enabling Auto-Placement. When enabled, the AI will place the structures you tell it to build using its best judgment. &lt;br /&gt;
&lt;br /&gt;
== Pinging and Ally Requests ==&lt;br /&gt;
&lt;br /&gt;
There are two methods of pings in Sins of a Solar Empire and both will work in single-player and multiplayer games. A standard ping, issued by clicking the &amp;quot;Ping&amp;quot; button, creates a temporary visual marker around the selected object that‘s visible to your allies. In single-player games, your computer-controlled allies will make their best judgment call as to what you intend for them to do with your request. Smart pings give you greater control and can double as a method for requesting A.I. allies to perform certain tasks. &lt;br /&gt;
&lt;br /&gt;
To issue a smart ping, first select another faction’s planet; you‘ll see three buttons appear in the Action Grid:&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Set Ally Attack Target&#039;&#039;&#039; – requests your allies to attack the pinged target.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cancel Ally Order&#039;&#039;&#039; – tells your ally to ignore your last request.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Set Ally Defense Target&#039;&#039;&#039; – requests that your ally send ships to defend the target.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action Grid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Action Grid appears in the lower-right corner of the gameplay area and is where the most used game controls appear. The buttons on the Action Grid will vary depending on whether you have a planet or ship selected. For planets the grid displays:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Development&#039;&#039;&#039; – Gives you access to the upgrades needed to turn your planet from a simple colony into a beacon of power.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Logistics Structures&#039;&#039;&#039; – From this you can construct new factories, mines, research facilities and more in orbit above your world.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Structures&#039;&#039;&#039; – A wise ruler knows to protect his planets and this tab gives you the ability to do just that with weapons platforms, repair bays and more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ship Construction&#039;&#039;&#039; – On the lower bar of the Action Grid you can access your various ship construction options. Some vessels require special factories and research before they can be constructed.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rally Point&#039;&#039;&#039; – With this button you can set a rally point for all the ships built at this planet. Rally points can be placed in any gravity well or even attached to specific fleets. Planet development, logistics and tactical structures will be explored later in the manual in greater detail.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Attack Stance&#039;&#039;&#039; – By left-clicking this button you can order your ships to attack a specific target or area. Right-clicking toggles auto-attack on and off.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Stop&#039;&#039;&#039; – Cancels all the orders that have been given to the selected vessel or structure.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Move&#039;&#039;&#039; – Left-clicking this button allows you to move the selected ship to the desired location by left-clicking again on your destination. Right-clicking this button toggles group movement on and off. With group movement on, your ships will attempt to phase jump as a group and not individually.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Squadron Management&#039;&#039;&#039; – For those ships or structures which are able to support squadrons you‘ll be able to click on this button to order the construction of fighter or bomber squads.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ability Management&#039;&#039;&#039; – Capital ships and Titans can be upgraded with unique abilities when they gain levels; while you can purchase up to eight upgrades for your starbases based on your technology research.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=481</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=481"/>
		<updated>2016-06-27T20:40:38Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Your Galaxy and You ==&lt;br /&gt;
&lt;br /&gt;
A game of Sins of a Solar Empire can feature many planets in a solar system with distances spanning millions of miles. In larger games, players may encounter more than 100 planets across six or more solar systems with distances spanning many light years. Solar systems are comprised of a single star surrounded by many planets, planetoids, or anomalies. Each of these objects generates a spherical gravity well around themselves, the size of which is determined by their mass and density. &lt;br /&gt;
&lt;br /&gt;
Ships are affected by gravity wells in several ways: vessels travelling towards the center of a gravity will move faster while those moving away are slower; gravity wells also impact a ship‘s ability to Phase Jump. With such vast distances in play, it would literally take hours for ships to travel from one world to the next using sub-light speeds. The races in Sins of a Solar Empire work around this dilemma by using Phase Space. As a ship reaches the edge of an object‘s gravity well, they will power-up their phase jump engines and punch a temporary hole into Phase Space. &lt;br /&gt;
&lt;br /&gt;
Through Phase Space, trips that would have literally taken hours of game-time to traverse occur in just seconds. There are some limitations with travelling through Phase Space, however. Not all worlds are directly reachable from one another; those that are are indicated by faint lines connecting the objects in a solar system called phase lanes. Phase lanes indicate the corridors of space through which a ship can enter Phase Space. This is important, as it means that you can create bottlenecks to protect your empire from invaders. Another limitation is that once a ship has entered Phase Space, it cannot be interacted with. You must wait for the vessel to reach its destination before issuing it new orders. Lastly, ships entering Phase Space are vulnerable to attack while they power-up their jump engines.&lt;br /&gt;
&lt;br /&gt;
== The Empire Tree ==&lt;br /&gt;
&lt;br /&gt;
One of the most powerful tools in the game is the Empire Tree – a collapsible tree that resides along the left-edge of the screen. The Empire Tree lists the planets, structures, and ships in the galaxy that you have selected or that you have attached through pinning. The Empire Tree gives you direct control over the whole of your territory using an intelligent selection and display system. &lt;br /&gt;
&lt;br /&gt;
At the top of the window are three buttons: Pin, Search and Stack. When you select an object, its hierarchy will appear in the Empire Tree until you select something else or deselect it. If you‘d like to keep an object in the Empire Tree, select it and click the Pin button. The Search button allows you to quickly display and select certain planets, ships and control groups by simply clicking on the appropriate button or icon. As you hover over each button with your cursor, an InfoCard will appear displaying more details for that item. Stacking combines all ships of the same type into a single icon, instead of displaying each vessel individually. &lt;br /&gt;
&lt;br /&gt;
To make the most of the Empire Tree, in particular after selecting units using the Search button, you can move through the sub-selected item in the tree using tab and control-tab. This allows you to operate on each object without losing your overall selection, and is very useful during combat situations. Every object in that appears in the Empire Tree can be interacted with in the same way you would in the main gameplay view. You can even instruct one of your groups to attack an enemy.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls and Zooming ==&lt;br /&gt;
&lt;br /&gt;
With a galaxy at your fingertips, it‘s critical to be able to view what‘s happening quickly and easily. Sins of a Solar Empire‘s camera and zoom options are what help to make this possible. Using the mouse wheel, you can zoom out to a view of the entire galaxy or zoom in to the smallest fighter. There are two primary camera modes:  Zoom-to-Cursor and Standard.&lt;br /&gt;
&lt;br /&gt;
Zoom to Cursor (default): This is an intelligent mode where the camera will zoom to where your mouse cursor is located on the screen. If your cursor is over a particular object, the camera will center upon it while you zoom in or out.&lt;br /&gt;
&lt;br /&gt;
Standard: In this mode, the camera will zoom in or out on the center of the screen. You can also lock onto specific objects with this mode by double-clicking on them. Both camera modes are useful and some players may want to switch quickly between them. This can be done by pressing the “m” hotkey. &lt;br /&gt;
&lt;br /&gt;
By holding down the right-mouse button and moving the mouse, you can swivel the camera 360 degrees. If you‘re locked onto an object at the time, the camera will swing around it. Even more ways to control the camera can be found in the key bindings section in the Options menu.&lt;br /&gt;
&lt;br /&gt;
== Report Dialogues ==&lt;br /&gt;
&lt;br /&gt;
Located on the lower left of the gameplay screen are the Report Dialogs. This is where you‘ll get information on the latest happenings around your empire – everything from offers of alliance, to construction projects being completed, to raids against one of your worlds. As a new report comes in, an image will appear in its respective button to give you a quick heads-up on what type of news it is. By clicking on an alert, a dialog box will appear that displays a history of the last several reports you‘ve received in that category. You can move forward through the list of reports by left-clicking on the button, or move backward in the list by right-clicking. If you hit the space bar, the camera will automatically jump to where the highlighted report originated. &lt;br /&gt;
&lt;br /&gt;
From left-to-right the four types of reports are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Reports:&#039;&#039;&#039; These will tell you when a new planet has been discovered by one of your ships, when one of your worlds has completed a important project and more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Production Reports:&#039;&#039;&#039; These reports inform you when new ships are completed by one of your shipyards, plus when structures and research are finished.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy Reports:&#039;&#039;&#039; Should another player have a treaty to offer, it will be logged in this report.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Threat Reports:&#039;&#039;&#039; When a new item appears here, be warned! It‘s an indication that one of your ships or planets is under attack - or worse.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Stats Display ==&lt;br /&gt;
&lt;br /&gt;
You can find out vital information about your currently selected object from these three windows. For ships or structures, current hit points, shield points (if applicable) and antimatter store (if applicable) are listed. On planets the display shows the world‘s current health, tax income rate, and culture rate. By default the Quick Stats displays your Empire, Military and Economy rankings. Scuttle / Abandon Planet At the bottom of the center selection window is the Scuttle button. This allows you to destroy any ship or structure that you own, or to abandon a planet. Should you wish to abort the countdown, just hit the Scuttle button again. Scuttled ships and structures will gain you back some resources. &lt;br /&gt;
&lt;br /&gt;
==Auto-placement==&lt;br /&gt;
&lt;br /&gt;
If you don‘t want to place structures around your planets yourself, you can have the AI do it for you by enabling Auto-Placement. When enabled, the AI will place the structures you tell it to build using its best judgment. &lt;br /&gt;
&lt;br /&gt;
== Pinging and Ally Requests ==&lt;br /&gt;
&lt;br /&gt;
There are two methods of pings in Sins of a Solar Empire and both will work in single-player and multiplayer games. A standard ping, issued by clicking the &amp;quot;Ping&amp;quot; button, creates a temporary visual marker around the selected object that‘s visible to your allies. In single-player games, your computer-controlled allies will make their best judgment call as to what you intend for them to do with your request. Smart pings give you greater control and can double as a method for requesting A.I. allies to perform certain tasks. &lt;br /&gt;
&lt;br /&gt;
To issue a smart ping, first select another faction’s planet; you‘ll see three buttons appear in the Action Grid:&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Set Ally Attack Target&#039;&#039;&#039; – requests your allies to attack the pinged target.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cancel Ally Order&#039;&#039;&#039; – tells your ally to ignore your last request.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Set Ally Defense Target&#039;&#039;&#039; – requests that your ally send ships to defend the target.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Action Grid ==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Action Grid appears in the lower-right corner of the gameplay area and is where the most used game controls appear. The buttons on the Action Grid will vary depending on whether you have a planet or ship selected. For planets the grid displays:&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Development&#039;&#039;&#039; – Gives you access to the upgrades needed to turn your planet from a simple colony into a beacon of power.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Logistics Structures&#039;&#039;&#039; – From this you can construct new factories, mines, research facilities and more in orbit above your world.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Tactical Structures&#039;&#039;&#039; – A wise ruler knows to protect his planets and this tab gives you the ability to do just that with weapons platforms, repair bays and more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Ship Construction&#039;&#039;&#039; – On the lower bar of the Action Grid you can access your various ship construction options. Some vessels require special factories and research before they can be constructed.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Rally Point&#039;&#039;&#039; – With this button you can set a rally point for all the ships built at this planet. Rally points can be placed in any gravity well or even attached to specific fleets. Planet development, logistics and tactical structures will be explored later in the manual in greater detail.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=472</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=472"/>
		<updated>2016-06-27T20:27:23Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Your Galaxy and You ==&lt;br /&gt;
&lt;br /&gt;
A game of Sins of a Solar Empire can feature many planets in a solar system with distances spanning millions of miles. In larger games, players may encounter more than 100 planets across six or more solar systems with distances spanning many light years. Solar systems are comprised of a single star surrounded by many planets, planetoids, or anomalies. Each of these objects generates a spherical gravity well around themselves, the size of which is determined by their mass and density. &lt;br /&gt;
&lt;br /&gt;
Ships are affected by gravity wells in several ways: vessels travelling towards the center of a gravity will move faster while those moving away are slower; gravity wells also impact a ship‘s ability to Phase Jump. With such vast distances in play, it would literally take hours for ships to travel from one world to the next using sub-light speeds. The races in Sins of a Solar Empire work around this dilemma by using Phase Space. As a ship reaches the edge of an object‘s gravity well, they will power-up their phase jump engines and punch a temporary hole into Phase Space. &lt;br /&gt;
&lt;br /&gt;
Through Phase Space, trips that would have literally taken hours of game-time to traverse occur in just seconds. There are some limitations with travelling through Phase Space, however. Not all worlds are directly reachable from one another; those that are are indicated by faint lines connecting the objects in a solar system called phase lanes. Phase lanes indicate the corridors of space through which a ship can enter Phase Space. This is important, as it means that you can create bottlenecks to protect your empire from invaders. Another limitation is that once a ship has entered Phase Space, it cannot be interacted with. You must wait for the vessel to reach its destination before issuing it new orders. Lastly, ships entering Phase Space are vulnerable to attack while they power-up their jump engines.&lt;br /&gt;
&lt;br /&gt;
== The Empire Tree ==&lt;br /&gt;
&lt;br /&gt;
One of the most powerful tools in the game is the Empire Tree – a collapsible tree that resides along the left-edge of the screen. The Empire Tree lists the planets, structures, and ships in the galaxy that you have selected or that you have attached through pinning. The Empire Tree gives you direct control over the whole of your territory using an intelligent selection and display system. &lt;br /&gt;
&lt;br /&gt;
At the top of the window are three buttons: Pin, Search and Stack. When you select an object, its hierarchy will appear in the Empire Tree until you select something else or deselect it. If you‘d like to keep an object in the Empire Tree, select it and click the Pin button. The Search button allows you to quickly display and select certain planets, ships and control groups by simply clicking on the appropriate button or icon. As you hover over each button with your cursor, an InfoCard will appear displaying more details for that item. Stacking combines all ships of the same type into a single icon, instead of displaying each vessel individually. &lt;br /&gt;
&lt;br /&gt;
To make the most of the Empire Tree, in particular after selecting units using the Search button, you can move through the sub-selected item in the tree using tab and control-tab. This allows you to operate on each object without losing your overall selection, and is very useful during combat situations. Every object in that appears in the Empire Tree can be interacted with in the same way you would in the main gameplay view. You can even instruct one of your groups to attack an enemy.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls and Zooming ==&lt;br /&gt;
&lt;br /&gt;
With a galaxy at your fingertips, it‘s critical to be able to view what‘s happening quickly and easily. Sins of a Solar Empire‘s camera and zoom options are what help to make this possible. Using the mouse wheel, you can zoom out to a view of the entire galaxy or zoom in to the smallest fighter. There are two primary camera modes:  Zoom-to-Cursor and Standard.&lt;br /&gt;
&lt;br /&gt;
Zoom to Cursor (default): This is an intelligent mode where the camera will zoom to where your mouse cursor is located on the screen. If your cursor is over a particular object, the camera will center upon it while you zoom in or out.&lt;br /&gt;
&lt;br /&gt;
Standard: In this mode, the camera will zoom in or out on the center of the screen. You can also lock onto specific objects with this mode by double-clicking on them. Both camera modes are useful and some players may want to switch quickly between them. This can be done by pressing the “m” hotkey. &lt;br /&gt;
&lt;br /&gt;
By holding down the right-mouse button and moving the mouse, you can swivel the camera 360 degrees. If you‘re locked onto an object at the time, the camera will swing around it. Even more ways to control the camera can be found in the key bindings section in the Options menu.&lt;br /&gt;
&lt;br /&gt;
== Report Dialogues ==&lt;br /&gt;
&lt;br /&gt;
Located on the lower left of the gameplay screen are the Report Dialogs. This is where you‘ll get information on the latest happenings around your empire – everything from offers of alliance, to construction projects being completed, to raids against one of your worlds. As a new report comes in, an image will appear in its respective button to give you a quick heads-up on what type of news it is. By clicking on an alert, a dialog box will appear that displays a history of the last several reports you‘ve received in that category. You can move forward through the list of reports by left-clicking on the button, or move backward in the list by right-clicking. If you hit the space bar, the camera will automatically jump to where the highlighted report originated. &lt;br /&gt;
&lt;br /&gt;
From left-to-right the four types of reports are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Reports:&#039;&#039;&#039; These will tell you when a new planet has been discovered by one of your ships, when one of your worlds has completed a important project and more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Production Reports:&#039;&#039;&#039; These reports inform you when new ships are completed by one of your shipyards, plus when structures and research are finished.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy Reports:&#039;&#039;&#039; Should another player have a treaty to offer, it will be logged in this report.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Threat Reports:&#039;&#039;&#039; When a new item appears here, be warned! It‘s an indication that one of your ships or planets is under attack - or worse.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Stats Display ==&lt;br /&gt;
&lt;br /&gt;
You can find out vital information about your currently selected object from these three windows. For ships or structures, current hit points, shield points (if applicable) and antimatter store (if applicable) are listed. On planets the display shows the world‘s current health, tax income rate, and culture rate. By default the Quick Stats displays your Empire, Military and Economy rankings. Scuttle / Abandon Planet At the bottom of the center selection window is the Scuttle button. This allows you to destroy any ship or structure that you own, or to abandon a planet. Should you wish to abort the countdown, just hit the Scuttle button again. Scuttled ships and structures will gain you back some resources. &lt;br /&gt;
&lt;br /&gt;
==Auto-placement==&lt;br /&gt;
&lt;br /&gt;
If you don‘t want to place structures around your planets yourself, you can have the AI do it for you by enabling Auto-Placement. When enabled, the AI will place the structures you tell it to build using its best judgment. &lt;br /&gt;
&lt;br /&gt;
== Pinging and Ally Requests ==&lt;br /&gt;
&lt;br /&gt;
There are two methods of pings in Sins of a Solar Empire and both will work in single-player and multiplayer games. A standard ping, issued by clicking the &amp;quot;Ping&amp;quot; button, creates a temporary visual marker around the selected object that‘s visible to your allies. In single-player games, your computer-controlled allies will make their best judgment call as to what you intend for them to do with your request. Smart pings give you greater control and can double as a method for requesting A.I. allies to perform certain tasks. &lt;br /&gt;
&lt;br /&gt;
To issue a smart ping, first select another faction’s planet; you‘ll see three buttons appear in the Action Grid:&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Set Ally Attack Target&#039;&#039;&#039; – requests your allies to attack the pinged target.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Cancel Ally Order&#039;&#039;&#039; – tells your ally to ignore your last request.&amp;lt;br/&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Set Ally Defense Target&#039;&#039;&#039; – requests that your ally send ships to defend the target.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=471</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=471"/>
		<updated>2016-06-27T20:25:52Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Your Galaxy and You ==&lt;br /&gt;
&lt;br /&gt;
A game of Sins of a Solar Empire can feature many planets in a solar system with distances spanning millions of miles. In larger games, players may encounter more than 100 planets across six or more solar systems with distances spanning many light years. Solar systems are comprised of a single star surrounded by many planets, planetoids, or anomalies. Each of these objects generates a spherical gravity well around themselves, the size of which is determined by their mass and density. &lt;br /&gt;
&lt;br /&gt;
Ships are affected by gravity wells in several ways: vessels travelling towards the center of a gravity will move faster while those moving away are slower; gravity wells also impact a ship‘s ability to Phase Jump. With such vast distances in play, it would literally take hours for ships to travel from one world to the next using sub-light speeds. The races in Sins of a Solar Empire work around this dilemma by using Phase Space. As a ship reaches the edge of an object‘s gravity well, they will power-up their phase jump engines and punch a temporary hole into Phase Space. &lt;br /&gt;
&lt;br /&gt;
Through Phase Space, trips that would have literally taken hours of game-time to traverse occur in just seconds. There are some limitations with travelling through Phase Space, however. Not all worlds are directly reachable from one another; those that are are indicated by faint lines connecting the objects in a solar system called phase lanes. Phase lanes indicate the corridors of space through which a ship can enter Phase Space. This is important, as it means that you can create bottlenecks to protect your empire from invaders. Another limitation is that once a ship has entered Phase Space, it cannot be interacted with. You must wait for the vessel to reach its destination before issuing it new orders. Lastly, ships entering Phase Space are vulnerable to attack while they power-up their jump engines.&lt;br /&gt;
&lt;br /&gt;
== The Empire Tree ==&lt;br /&gt;
&lt;br /&gt;
One of the most powerful tools in the game is the Empire Tree – a collapsible tree that resides along the left-edge of the screen. The Empire Tree lists the planets, structures, and ships in the galaxy that you have selected or that you have attached through pinning. The Empire Tree gives you direct control over the whole of your territory using an intelligent selection and display system. &lt;br /&gt;
&lt;br /&gt;
At the top of the window are three buttons: Pin, Search and Stack. When you select an object, its hierarchy will appear in the Empire Tree until you select something else or deselect it. If you‘d like to keep an object in the Empire Tree, select it and click the Pin button. The Search button allows you to quickly display and select certain planets, ships and control groups by simply clicking on the appropriate button or icon. As you hover over each button with your cursor, an InfoCard will appear displaying more details for that item. Stacking combines all ships of the same type into a single icon, instead of displaying each vessel individually. &lt;br /&gt;
&lt;br /&gt;
To make the most of the Empire Tree, in particular after selecting units using the Search button, you can move through the sub-selected item in the tree using tab and control-tab. This allows you to operate on each object without losing your overall selection, and is very useful during combat situations. Every object in that appears in the Empire Tree can be interacted with in the same way you would in the main gameplay view. You can even instruct one of your groups to attack an enemy.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls and Zooming ==&lt;br /&gt;
&lt;br /&gt;
With a galaxy at your fingertips, it‘s critical to be able to view what‘s happening quickly and easily. Sins of a Solar Empire‘s camera and zoom options are what help to make this possible. Using the mouse wheel, you can zoom out to a view of the entire galaxy or zoom in to the smallest fighter. There are two primary camera modes:  Zoom-to-Cursor and Standard.&lt;br /&gt;
&lt;br /&gt;
Zoom to Cursor (default): This is an intelligent mode where the camera will zoom to where your mouse cursor is located on the screen. If your cursor is over a particular object, the camera will center upon it while you zoom in or out.&lt;br /&gt;
&lt;br /&gt;
Standard: In this mode, the camera will zoom in or out on the center of the screen. You can also lock onto specific objects with this mode by double-clicking on them. Both camera modes are useful and some players may want to switch quickly between them. This can be done by pressing the “m” hotkey. &lt;br /&gt;
&lt;br /&gt;
By holding down the right-mouse button and moving the mouse, you can swivel the camera 360 degrees. If you‘re locked onto an object at the time, the camera will swing around it. Even more ways to control the camera can be found in the key bindings section in the Options menu.&lt;br /&gt;
&lt;br /&gt;
== Report Dialogues ==&lt;br /&gt;
&lt;br /&gt;
Located on the lower left of the gameplay screen are the Report Dialogs. This is where you‘ll get information on the latest happenings around your empire – everything from offers of alliance, to construction projects being completed, to raids against one of your worlds. As a new report comes in, an image will appear in its respective button to give you a quick heads-up on what type of news it is. By clicking on an alert, a dialog box will appear that displays a history of the last several reports you‘ve received in that category. You can move forward through the list of reports by left-clicking on the button, or move backward in the list by right-clicking. If you hit the space bar, the camera will automatically jump to where the highlighted report originated. &lt;br /&gt;
&lt;br /&gt;
From left-to-right the four types of reports are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Reports:&#039;&#039;&#039; These will tell you when a new planet has been discovered by one of your ships, when one of your worlds has completed a important project and more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Production Reports:&#039;&#039;&#039; These reports inform you when new ships are completed by one of your shipyards, plus when structures and research are finished.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy Reports:&#039;&#039;&#039; Should another player have a treaty to offer, it will be logged in this report.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Threat Reports:&#039;&#039;&#039; When a new item appears here, be warned! It‘s an indication that one of your ships or planets is under attack - or worse.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Quick Stats Display ==&lt;br /&gt;
&lt;br /&gt;
You can find out vital information about your currently selected object from these three windows. For ships or structures, current hit points, shield points (if applicable) and antimatter store (if applicable) are listed. On planets the display shows the world‘s current health, tax income rate, and culture rate. By default the Quick Stats displays your Empire, Military and Economy rankings. Scuttle / Abandon Planet At the bottom of the center selection window is the Scuttle button. This allows you to destroy any ship or structure that you own, or to abandon a planet. Should you wish to abort the countdown, just hit the Scuttle button again. Scuttled ships and structures will gain you back some resources. &lt;br /&gt;
&lt;br /&gt;
==Auto-placement==&lt;br /&gt;
&lt;br /&gt;
If you don‘t want to place structures around your planets yourself, you can have the AI do it for you by enabling Auto-Placement. When enabled, the AI will place the structures you tell it to build using its best judgment. &lt;br /&gt;
&lt;br /&gt;
== Pinging and Ally Requests ==&lt;br /&gt;
&lt;br /&gt;
There are two methods of pings in Sins of a Solar Empire and both will work in single-player and multiplayer games. A standard ping, issued by clicking the &amp;quot;Ping&amp;quot; button, creates a temporary visual marker around the selected object that‘s visible to your allies. In single-player games, your computer-controlled allies will make their best judgment call as to what you intend for them to do with your request. Smart pings give you greater control and can double as a method for requesting A.I. allies to perform certain tasks. &lt;br /&gt;
&lt;br /&gt;
To issue a smart ping, first select another faction’s planet; you‘ll see three buttons appear in the Action Grid:  Set Ally Attack Target – requests your allies to attack the pinged target. Cancel Ally Order – tells your ally to ignore your last request.  Set Ally Defense Target – requests that your ally send ships to defend the target.&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=461</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=461"/>
		<updated>2016-06-27T19:39:50Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Your Galaxy and You ==&lt;br /&gt;
&lt;br /&gt;
A game of Sins of a Solar Empire can feature many planets in a solar system with distances spanning millions of miles. In larger games, players may encounter more than 100 planets across six or more solar systems with distances spanning many light years. Solar systems are comprised of a single star surrounded by many planets, planetoids, or anomalies. Each of these objects generates a spherical gravity well around themselves, the size of which is determined by their mass and density. &lt;br /&gt;
&lt;br /&gt;
Ships are affected by gravity wells in several ways: vessels travelling towards the center of a gravity will move faster while those moving away are slower; gravity wells also impact a ship‘s ability to Phase Jump. With such vast distances in play, it would literally take hours for ships to travel from one world to the next using sub-light speeds. The races in Sins of a Solar Empire work around this dilemma by using Phase Space. As a ship reaches the edge of an object‘s gravity well, they will power-up their phase jump engines and punch a temporary hole into Phase Space. &lt;br /&gt;
&lt;br /&gt;
Through Phase Space, trips that would have literally taken hours of game-time to traverse occur in just seconds. There are some limitations with travelling through Phase Space, however. Not all worlds are directly reachable from one another; those that are are indicated by faint lines connecting the objects in a solar system called phase lanes. Phase lanes indicate the corridors of space through which a ship can enter Phase Space. This is important, as it means that you can create bottlenecks to protect your empire from invaders. Another limitation is that once a ship has entered Phase Space, it cannot be interacted with. You must wait for the vessel to reach its destination before issuing it new orders. Lastly, ships entering Phase Space are vulnerable to attack while they power-up their jump engines.&lt;br /&gt;
&lt;br /&gt;
== The Empire Tree ==&lt;br /&gt;
&lt;br /&gt;
One of the most powerful tools in the game is the Empire Tree – a collapsible tree that resides along the left-edge of the screen. The Empire Tree lists the planets, structures, and ships in the galaxy that you have selected or that you have attached through pinning. The Empire Tree gives you direct control over the whole of your territory using an intelligent selection and display system. &lt;br /&gt;
&lt;br /&gt;
At the top of the window are three buttons: Pin, Search and Stack. When you select an object, its hierarchy will appear in the Empire Tree until you select something else or deselect it. If you‘d like to keep an object in the Empire Tree, select it and click the Pin button. The Search button allows you to quickly display and select certain planets, ships and control groups by simply clicking on the appropriate button or icon. As you hover over each button with your cursor, an InfoCard will appear displaying more details for that item. 24 Stacking combines all ships of the same type into a single icon, instead of displaying each vessel individually. &lt;br /&gt;
&lt;br /&gt;
To make the most of the Empire Tree, in particular after selecting units using the Search button, you can move through the sub-selected item in the tree using tab and control-tab. This allows you to operate on each object without losing your overall selection, and is very useful during combat situations. Every object in that appears in the Empire Tree can be interacted with in the same way you would in the main gameplay view. You can even instruct one of your groups to attack an enemy.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls and Zooming ==&lt;br /&gt;
&lt;br /&gt;
With a galaxy at your fingertips, it‘s critical to be able to view what‘s happening quickly and easily. Sins of a Solar Empire‘s camera and zoom options are what help to make this possible. Using the mouse wheel, you can zoom out to a view of the entire galaxy or zoom in to the smallest fighter. There are two primary camera modes:  Zoom-to-Cursor and Standard.&lt;br /&gt;
&lt;br /&gt;
Zoom to Cursor (default): This is an intelligent mode where the camera will zoom to where your mouse cursor is located on the screen. If your cursor is over a particular object, the camera will center upon it while you zoom in or out.&lt;br /&gt;
&lt;br /&gt;
Standard: In this mode, the camera will zoom in or out on the center of the screen. You can also lock onto specific objects with this mode by double-clicking on them. Both camera modes are useful and some players may want to switch quickly between them. This can be done by pressing the “m” hotkey. &lt;br /&gt;
&lt;br /&gt;
By holding down the right-mouse button and moving the mouse, you can swivel the camera 360 degrees. If you‘re locked onto an object at the time, the camera will swing around it. Even more ways to control the camera can be found in the key bindings section in the Options menu.&lt;br /&gt;
&lt;br /&gt;
== Report Dialogues ==&lt;br /&gt;
&lt;br /&gt;
Located on the lower left of the gameplay screen are the Report Dialogs. This is where you‘ll get information on the latest happenings around your empire – everything from offers of alliance, to construction projects being completed, to raids against one of your worlds. As a new report comes in, an image will appear in its respective button to give you a quick heads-up on what type of news it is. By clicking on an alert, a dialog box will appear that displays a history of the last several reports you‘ve received in that category. You can move forward through the list of reports by left-clicking on the button, or move backward in the list by right-clicking. If you hit the space bar, the camera will automatically jump to where the highlighted report originated. &lt;br /&gt;
&lt;br /&gt;
From left-to-right the four types of reports are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Reports:&#039;&#039;&#039; These will tell you when a new planet has been discovered by one of your ships, when one of your worlds has completed a important project and more.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Production Reports:&#039;&#039;&#039; These reports inform you when new ships are completed by one of your shipyards, plus when structures and research are finished.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy Reports:&#039;&#039;&#039; Should another player have a treaty to offer, it will be logged in this report.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Threat Reports:&#039;&#039;&#039; When a new item appears here, be warned! It‘s an indication that one of your ships or planets is under attack - or worse.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=451</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=451"/>
		<updated>2016-06-27T19:37:07Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Your Galaxy and You ==&lt;br /&gt;
&lt;br /&gt;
A game of Sins of a Solar Empire can feature many planets in a solar system with distances spanning millions of miles. In larger games, players may encounter more than 100 planets across six or more solar systems with distances spanning many light years. Solar systems are comprised of a single star surrounded by many planets, planetoids, or anomalies. Each of these objects generates a spherical gravity well around themselves, the size of which is determined by their mass and density. &lt;br /&gt;
&lt;br /&gt;
Ships are affected by gravity wells in several ways: vessels travelling towards the center of a gravity will move faster while those moving away are slower; gravity wells also impact a ship‘s ability to Phase Jump. With such vast distances in play, it would literally take hours for ships to travel from one world to the next using sub-light speeds. The races in Sins of a Solar Empire work around this dilemma by using Phase Space. As a ship reaches the edge of an object‘s gravity well, they will power-up their phase jump engines and punch a temporary hole into Phase Space. &lt;br /&gt;
&lt;br /&gt;
Through Phase Space, trips that would have literally taken hours of game-time to traverse occur in just seconds. There are some limitations with travelling through Phase Space, however. Not all worlds are directly reachable from one another; those that are are indicated by faint lines connecting the objects in a solar system called phase lanes. Phase lanes indicate the corridors of space through which a ship can enter Phase Space. This is important, as it means that you can create bottlenecks to protect your empire from invaders. Another limitation is that once a ship has entered Phase Space, it cannot be interacted with. You must wait for the vessel to reach its destination before issuing it new orders. Lastly, ships entering Phase Space are vulnerable to attack while they power-up their jump engines.&lt;br /&gt;
&lt;br /&gt;
== The Empire Tree ==&lt;br /&gt;
&lt;br /&gt;
One of the most powerful tools in the game is the Empire Tree – a collapsible tree that resides along the left-edge of the screen. The Empire Tree lists the planets, structures, and ships in the galaxy that you have selected or that you have attached through pinning. The Empire Tree gives you direct control over the whole of your territory using an intelligent selection and display system. &lt;br /&gt;
&lt;br /&gt;
At the top of the window are three buttons: Pin, Search and Stack. When you select an object, its hierarchy will appear in the Empire Tree until you select something else or deselect it. If you‘d like to keep an object in the Empire Tree, select it and click the Pin button. The Search button allows you to quickly display and select certain planets, ships and control groups by simply clicking on the appropriate button or icon. As you hover over each button with your cursor, an InfoCard will appear displaying more details for that item. 24 Stacking combines all ships of the same type into a single icon, instead of displaying each vessel individually. &lt;br /&gt;
&lt;br /&gt;
To make the most of the Empire Tree, in particular after selecting units using the Search button, you can move through the sub-selected item in the tree using tab and control-tab. This allows you to operate on each object without losing your overall selection, and is very useful during combat situations. Every object in that appears in the Empire Tree can be interacted with in the same way you would in the main gameplay view. You can even instruct one of your groups to attack an enemy.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls and Zooming ==&lt;br /&gt;
&lt;br /&gt;
With a galaxy at your fingertips, it‘s critical to be able to view what‘s happening quickly and easily. Sins of a Solar Empire‘s camera and zoom options are what help to make this possible. Using the mouse wheel, you can zoom out to a view of the entire galaxy or zoom in to the smallest fighter. There are two primary camera modes:  Zoom-to-Cursor and Standard.&lt;br /&gt;
&lt;br /&gt;
Zoom to Cursor (default): This is an intelligent mode where the camera will zoom to where your mouse cursor is located on the screen. If your cursor is over a particular object, the camera will center upon it while you zoom in or out.&lt;br /&gt;
&lt;br /&gt;
Standard: In this mode, the camera will zoom in or out on the center of the screen. You can also lock onto specific objects with this mode by double-clicking on them. Both camera modes are useful and some players may want to switch quickly between them. This can be done by pressing the “m” hotkey. &lt;br /&gt;
&lt;br /&gt;
By holding down the right-mouse button and moving the mouse, you can swivel the camera 360 degrees. If you‘re locked onto an object at the time, the camera will swing around it. Even more ways to control the camera can be found in the key bindings section in the Options menu.&lt;br /&gt;
&lt;br /&gt;
== Report Dialogues ==&lt;br /&gt;
&lt;br /&gt;
Located on the lower left of the gameplay screen are the Report Dialogs. This is where you‘ll get information on the latest happenings around your empire – everything from offers of alliance, to construction projects being completed, to raids against one of your worlds. As a new report comes in, an image will appear in its respective button to give you a quick heads-up on what type of news it is. By clicking on an alert, a dialog box will appear that displays a history of the last several reports you‘ve received in that category. You can move forward through the list of reports by left-clicking on the button, or move backward in the list by right-clicking. If you hit the space bar, the camera will automatically jump to where the highlighted report originated. &lt;br /&gt;
&lt;br /&gt;
From left-to-right the four types of reports are:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Planet Reports:&#039;&#039;&#039; These will tell you when a new planet has been discovered by one of your ships, when one of your worlds has completed a important project and more.&amp;lt;/br&amp;gt; &lt;br /&gt;
&#039;&#039;&#039;Production Reports:&#039;&#039;&#039; These reports inform you when new ships are completed by one of your shipyards, plus when structures and research are finished.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Diplomacy Reports:&#039;&#039;&#039; Should another player have a treaty to offer, it will be logged in this report.  Threat Reports: When a new item appears here, be warned! It‘s an indication that one of your ships or planets is under attack - or worse.&amp;lt;br/&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Threat Reports:&#039;&#039;&#039; When a new item appears here, be warned! It‘s an indication that one of your ships or planets is under attack - or worse.&amp;lt;br/&amp;gt;&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
	<entry>
		<id>https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=442</id>
		<title>Gameplay</title>
		<link rel="alternate" type="text/html" href="https://wiki.sinsofasolarempire.com/index.php?title=Gameplay&amp;diff=442"/>
		<updated>2016-06-27T18:42:14Z</updated>

		<summary type="html">&lt;p&gt;Myfist0: Created page with &amp;quot; == Your Galaxy and You ==  A game of Sins of a Solar Empire can feature many planets in a solar system with distances spanning millions of miles. In larger games, players may...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Your Galaxy and You ==&lt;br /&gt;
&lt;br /&gt;
A game of Sins of a Solar Empire can feature many planets in a solar system with distances spanning millions of miles. In larger games, players may encounter more than 100 planets across six or more solar systems with distances spanning many light years. Solar systems are comprised of a single star surrounded by many planets, planetoids, or anomalies. Each of these objects generates a spherical gravity well around themselves, the size of which is determined by their mass and density. &lt;br /&gt;
&lt;br /&gt;
Ships are affected by gravity wells in several ways: vessels travelling towards the center of a gravity will move faster while those moving away are slower; gravity wells also impact a ship‘s ability to Phase Jump. With such vast distances in play, it would literally take hours for ships to travel from one world to the next using sub-light speeds. The races in Sins of a Solar Empire work around this dilemma by using Phase Space. As a ship reaches the edge of an object‘s gravity well, they will power-up their phase jump engines and punch a temporary hole into Phase Space. &lt;br /&gt;
&lt;br /&gt;
Through Phase Space, trips that would have literally taken hours of game-time to traverse occur in just seconds. There are some limitations with travelling through Phase Space, however. Not all worlds are directly reachable from one another; those that are are indicated by faint lines connecting the objects in a solar system called phase lanes. Phase lanes indicate the corridors of space through which a ship can enter Phase Space. This is important, as it means that you can create bottlenecks to protect your empire from invaders. Another limitation is that once a ship has entered Phase Space, it cannot be interacted with. You must wait for the vessel to reach its destination before issuing it new orders. Lastly, ships entering Phase Space are vulnerable to attack while they power-up their jump engines.&lt;br /&gt;
&lt;br /&gt;
== The Empire Tree ==&lt;br /&gt;
&lt;br /&gt;
One of the most powerful tools in the game is the Empire Tree – a collapsible tree that resides along the left-edge of the screen. The Empire Tree lists the planets, structures, and ships in the galaxy that you have selected or that you have attached through pinning. The Empire Tree gives you direct control over the whole of your territory using an intelligent selection and display system. &lt;br /&gt;
&lt;br /&gt;
At the top of the window are three buttons: Pin, Search and Stack. When you select an object, its hierarchy will appear in the Empire Tree until you select something else or deselect it. If you‘d like to keep an object in the Empire Tree, select it and click the Pin button. The Search button allows you to quickly display and select certain planets, ships and control groups by simply clicking on the appropriate button or icon. As you hover over each button with your cursor, an InfoCard will appear displaying more details for that item. 24 Stacking combines all ships of the same type into a single icon, instead of displaying each vessel individually. &lt;br /&gt;
&lt;br /&gt;
To make the most of the Empire Tree, in particular after selecting units using the Search button, you can move through the sub-selected item in the tree using tab and control-tab. This allows you to operate on each object without losing your overall selection, and is very useful during combat situations. Every object in that appears in the Empire Tree can be interacted with in the same way you would in the main gameplay view. You can even instruct one of your groups to attack an enemy.&lt;br /&gt;
&lt;br /&gt;
== Camera Controls and Zooming ==&lt;br /&gt;
&lt;br /&gt;
With a galaxy at your fingertips, it‘s critical to be able to view what‘s happening quickly and easily. Sins of a Solar Empire‘s camera and zoom options are what help to make this possible. Using the mouse wheel, you can zoom out to a view of the entire galaxy or zoom in to the smallest fighter. There are two primary camera modes:  Zoom-to-Cursor and Standard.&lt;br /&gt;
&lt;br /&gt;
Zoom to Cursor (default): This is an intelligent mode where the camera will zoom to where your mouse cursor is located on the screen. If your cursor is over a particular object, the camera will center upon it while you zoom in or out.&lt;br /&gt;
&lt;br /&gt;
Standard: In this mode, the camera will zoom in or out on the center of the screen. You can also lock onto specific objects with this mode by double-clicking on them. Both camera modes are useful and some players may want to switch quickly between them. This can be done by pressing the “m” hotkey. &lt;br /&gt;
&lt;br /&gt;
By holding down the right-mouse button and moving the mouse, you can swivel the camera 360 degrees. If you‘re locked onto an object at the time, the camera will swing around it. Even more ways to control the camera can be found in the key bindings section in the Options menu.&lt;/div&gt;</summary>
		<author><name>Myfist0</name></author>
	</entry>
</feed>