Upgrades: Difference between revisions
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Revision as of 18:08, 11 September 2009
Upgrades
Some general information
- Upgrades become available based on the number of personal ships you own.
- The general rule is that with every six (6) ships you buy, an upgrade "unlocks" - it can take a while however to get the upgrade offer and it might be necessary to have some buy/sell activity to trigger the upgrade
- Each upgrade improves the fleet efficiency by 50 credits/ship (as far as we know now)
- The initial cost is the cost of the upgrade at the minimum number of ships (see below).
- If you choose to purchase the upgrade later its cost will be: number of personal ships x multiplier, so the initial costs are only when you buy the upgrade at the minimal required amount of personal ships
Overview of upgrades
The following upgrades are available:
No. Ships | Upgrade | Minumum Cost | Multiplier | Eff. bonus (total) |
---|---|---|---|---|
3 | Repair Bot | 300 | 100 | 1,050 |
9 | Cargo Pods | 28,800 | 3,200 | 1,100 |
15 | Recalibrate Engines | 108,000 | 7,200 | 1,150 |
21 | Scanner Upgrade | 268,800 | 12,800 | 1,200 |
27 | VR Rigs | 540,000 | 20,000 | 1,250 |
33 | Plasma cooled refrigeration system | 950,400 | 28,800 | 1,300 |
39 | Merchant grade navigation system | 1,528,800 | 39,200 | 1,350 |
45 | Install an Ops module | 2,304,000 | 51,200 | 1,400 |
51 | Engine upgrade | 3,304,800 | 64,800 | 1,450 |
57 | Cloaking device | 4,560,000 | 80,000 | 1,500 |
63 | Second engine upgrade | 6,098,400 | 96,800 | 1,550 |
69 | Low-power thrusters | 7,948,800 | 115,200 | 1,600 |
75 | SUV's | 10,140,000 | 135,200 | 1,650 |
81 | Hire task master/fleet manager | 12,700,800 | 156,800 | 1,700 |
87 | Automated inventory module | 15,660,000 | 180,000 | 1,750 |
93 | Modern repair bots | 19,046,400 | 204,800 | 1,800 |
99 | Armor plating | 22,888,800 | 231,200 | 1,850 |
105 | Light-weight armor plating | 27,216,000 | 259,200 | 1,900 |
111 | Navigational maps | 32,056,800 | 288,800 | 1,950 |
117 | Course-plotting system / Gravity well slingshot | 37,440,000 | 320,000 | 2,000 |
123 | Experimental fleet of many tiny ships | 43,394,400 | 352,800 | 2,050 |
129 | Replace the rest of your fleet with smaller, nimble ships | 49,948,800 | 387,200 | 2,100 |
135 | Shrink ray (Molecular Compression Tech) | 57,132,000 | 423,200 | 2,150 |
141 | Superconductor magnet sweep | 64,972,800 | 460,800 | 2,200 |
147 | Newer cloaking technology | 73,500,000 | 500,000 | 2,250 |
153 | Modern scanning system | 82,742,400 | 540,800 | 2,300 |
159 | Ultimate armor plating (from metallic liquid) | 92,728,800 | 583,200 | 2,350 |
165 | Engines converted to run on soleinium (metallic liquid) | 103,488,000 | 627,200 | 2,400 |
171 | Soleinium Circuits | 115,048,800 | 672,800 | 2,450 |
177 | Soleinium Engine - Jump Drive | 127,440,000 | 720,000 | 2,500 |
Remarks
- The fleet efficiency can be improved further by:
- Buying colonies (each colony gives 100 credits/ship extra to a maximum of 300 credits/ship)
- Alliances: when on Broker level or higher, one can form alliances and create space ports, at four (4) space ports the fleet efficiency improves with 100 credits/ship
- Researching the same disaster 20 times for a 200 credits/ship bonus
- Permanent raise of efficiency by the Mysterious Vessel: each raise is 100 credits/ship, not known how many times this is possible. No-one has yet reported receiving more than one such bonus from the Mysterious Vessel.