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Designing a ship

A ship is a hex grid like a world is. You lay a hull, then fit modules into its berths, and what it can do is entirely a question of what you put in them.

Laying a hull needs a yard and somebody who knows how — an Engineer present, and either a workshop or a spaceport with a factory. A paper saying you understand shipbuilding is not enough on its own.

What every hull needs

A hull that can feed itself

A single Hydroponics bay gives six Food — nine with an Agronomist tending it — which is enough to keep a Habitat Ring fed out of one compartment. It is the difference between a ship that must come home and a ship that can stay out, and the Provisions figure on the fleet panel counts it properly: a hull that grows as much as it eats will never run its larder down.

Weight and speed

Every module has mass, and mass is what warp speed is divided against. The whole fleet moves at its slowest ship, so one overloaded hull slows everything travelling with it. A crossing takes its distance in parsecs divided by the fleet's speed, rounded up.

Before you send it anywhere

Check Provisions on the fleet panel against the crossing. Running out between the stars costs the crew, then the warp speed, then the ship — an adrift fleet has no speed with which to get anywhere, and there is no rescue.

Keep reading

What happens when you end a turn

The exact order a turn resolves in, and why it explains most of the surprises.

Power, and what shuts down first

The grid, the shutdown ladder in full, and why a brownout is a warning rather than a disaster.

Food, farms and going hungry

How a sector feeds itself, what a birth actually costs, and how long you have when it goes wrong.

All of the guide →