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Nussor

Lt. General
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May 17, 2016
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Since its only a matter of time until we get these, let's gather some ideas about how they could or should look like. I'm thinking about three different classes: The Supercapital Ship, the Mothership and the Worldship. For ease of use and elegance, they use a similar section design: One Core that defines its purpose with a number of auxiliary Sections attached (1 aux for the Supercapital Ship and 4 for the Mothership; the Worldship gets 5 Cores and 4 auxiliary Sections). These baddies are too big for a regular Spaceport, so they'll have to be constructed by Construction Ships as "neutral" Special Projects, meaning they don't block a research slot and you spend the Minerals+Credits cost per month instead of once at the beginning.


Core Sections

Starport Core: This allows the ship to upgrade, repair, produce and host ships like a fully developed Spaceport. Modules can be added as one sees fit. It has access to all special resources available to the core systems and comes with the military might of a level 6 Spaceport.
Supercarrier Core: 4 [H]angars and 2 Small weapon slots with an appropriate number of utility modules to dominate the sky. It has a special module (Support Void Crafts) that allows it to scout far away systems without moving there and repair its own hull. Another special module can be added as one sees fit.
Starkiller Core: 4 [L]arge and 2 Small weapon slots with an appropriate number of utility modules to punch through the enemy lines. It comes with 2 special modules, just like a Fortress.
Superweapon Core: For the superweapons to come. :)
Ark Core: Adds 1 tile with 1 Pop, making the ship behave like a mobile planet. You can add either cryostasis chambers or a hydroponic garden as life support. This allows you to colonize planets by "dropping" the Pop on it (no reassembled ship shelters). Really useful for colonizing other galaxies.
Ground Pounder Core: A flying base of operations for your armies. Its structure is similar to that of a full-grown Spaceport, but gives you different modules to put in it: A Barracks module lets you to transport one army (can be build multiple times), a military academy lets you train soldiers from all Pops within your empire (and gives the benefits of a stationary military academy), Cloning Vats let you train clone soldiers etc. The Ground Punder Core has the military capabilities of a max level Spaceport and lets you build the Synchronized Defenses module to increase its fortifications (and even a Solar Panel Network, if you're desperate for Energy). Even without additional Barracks, the Core allows for the transportation of 1 army.
All-Purpose Civilian Operations Core (for lack of a better word): The ship carries many smaller vessels for mining, research and construction projects. All findings in the system can be used without building permanent stations, though the Mothership carries several sublight construction ships and is able to do just that. Research Projects can be completed by the in-house science staff.

For self-defense, all Cores not listed with military capabilities come with 2 [M]edium and 4 Small weapon slots and 3 [L]arge, 1 [M]edium and 2 Small utility slots for self-defense.


Auxiliary Sections

Fortress Sections: All sections a Fortress can build are viable.
Docking Bay: Basically a level 2 Spaceport that allows you to build Corvettes and add all Starport modules (except for Destroyer, Cruiser and Battleship Assembly Yards, of course).
Research Facilities: Allows the ship send smaller voidcraft out to for off-world studies within a system without constructing permanent research stations. Also allows to construct research stations. Can complete research projects that require science ships.
Mining Operations: Allows the ship send smaller voidcraft out to mine a system without constructing permanent mining stations. Also allows to construct mining stations. Can complete research projects that require construction ships.
Army Quarters: Gives you 3 additional Barracks along with the military equipment of a level 2 Spaceport.
Wormhole Generator: The ship comes with a wormhole generator which it can use for itself or other ships, but only when it leaves the system's gravity well. Obviously only buildable by empires that use wormhole technology.
Cryostasis Chambers: Allows you to put another Pop in cryostasis. Requires Ark Core.
Living Quarters: Allows you to settle another Pop on the ship. Requires Ark Core.
Special Module Section: Allows you to add another special module.

For self-defense, all Sections not listed with military capabilities come with 4 Small weapon slots and 1 [L]arge, 2 [M]edium and 3 Small utility slots for self-defense.
 
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Appleson1

First Lieutenant
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Sep 12, 2016
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These would have to be incredibly expensive to build, but it seems cool. Would you be able to build tile improvements (aside from mines) in the ark core?