[X] Plan Mothership
BP: 50/50
HP: 50
Armor: 2
Energy 18/30
Food: 7/10
Modules: 10/10
Living Space: 7/10
Basic Engine - Provides 30 Energy. Uses 5 Fuel per movement. Uses 1 Fuel per turn.
Command Deck - Allows the Training of 1 Officer Corp Unit, provides -2 DC to hit. Uses 1 Energy.
-[X] Hull Points - Cost: 5 HP per 1 BP x8
-[X] Armor - Armor provides a straight damage reduction from enemy fire (provides no protection from borders), without armor it is unlikely you'll survive a single major battle. Cost: 1 AM per 1 BP x2
Modules:
All Modules required a minimum of 1 Population Unit unless otherwise stated.
-[X] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP x2
-[X] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP x2
-[X] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP [X] Air Hanger - Allows the construction of Fighters/Bombers, total housing for 1 Unit. Uses 3 Energy. Cost 5 BP
-[X] Manufacturing Hall - Produces 1 Trade Good/Ammo/Unit per 5 Metal. Uses 5 Energy. Cost: 5 BP
-[X] Mechanics Guild - Increases repairs effectiveness. Uses 3 Energy. Cost: 5 BP
I am wide open as to naming. Here is the pitch; I put a lot of eggs in the Airforce basket giving us long range punch plus recon. The reasoning being any conditions we can't fly in would limit observation tower usefulness anyway. We are food independent and have a good shot at trade with our market hall and industrial capacity. I am not sure we may want to swap mechanics guild for something else. My reasoning is that it is a nice passive to have and could apply to keeping airwings in the air. @HellHound01 does my reasoning match yours?
BP: 50/50
HP: 50
Armor: 2
Energy 18/30
Food: 7/10
Modules: 10/10
Living Space: 7/10
Basic Engine - Provides 30 Energy. Uses 5 Fuel per movement. Uses 1 Fuel per turn.
Command Deck - Allows the Training of 1 Officer Corp Unit, provides -2 DC to hit. Uses 1 Energy.
-[X] Hull Points - Cost: 5 HP per 1 BP x8
-[X] Armor - Armor provides a straight damage reduction from enemy fire (provides no protection from borders), without armor it is unlikely you'll survive a single major battle. Cost: 1 AM per 1 BP x2
Modules:
All Modules required a minimum of 1 Population Unit unless otherwise stated.
-[X] Hydroponic Farms - Provides 5 Food per turn. Uses 1 Energy. Cost: 5 BP x2
-[X] Hab Block - Provides living space for 5 Pop Units. Increases Pop Unrest. Uses 2 Energy. No Pop Units needed. Cost: 5 BP x2
-[X] Market Hall- Decreases Pop Unrest, allows trading. Uses 1 Energy. Cost: 5 BP [X] Air Hanger - Allows the construction of Fighters/Bombers, total housing for 1 Unit. Uses 3 Energy. Cost 5 BP
-[X] Manufacturing Hall - Produces 1 Trade Good/Ammo/Unit per 5 Metal. Uses 5 Energy. Cost: 5 BP
-[X] Mechanics Guild - Increases repairs effectiveness. Uses 3 Energy. Cost: 5 BP
I am wide open as to naming. Here is the pitch; I put a lot of eggs in the Airforce basket giving us long range punch plus recon. The reasoning being any conditions we can't fly in would limit observation tower usefulness anyway. We are food independent and have a good shot at trade with our market hall and industrial capacity. I am not sure we may want to swap mechanics guild for something else. My reasoning is that it is a nice passive to have and could apply to keeping airwings in the air. @HellHound01 does my reasoning match yours?
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