The type of the ship determines its base statistics. A ship design cannot be approved if it has a negative power balance.Įxcess power will give a small bonus to the ship's evasion, speed, and weapon damage using the following formula: Types Many components and subsystems require power to operate. Power is generated by the ship's reactor, as well as any Reactor Booster components the ship might have. Switching from Hyper Shields to Dark Matter Deflectors will cost Dark Matter but also refund Exotic Gas to your stockpile.) Hyper Shields require Exotic Gases while Dark Matter Deflectors require Dark Matter. This will refund resources if the new design is cheaper or uses different strategic resources in construction. The upgrade cost is the difference in build cost between the new ship type and the old ship type. if you have a fleet of Victory-class corvettes and then make a Constellation-class of corvette and delete the design for the Victory-class, all Victory-class corvettes will be automatically marked for upgrading to the Constellation-class) The upgrade button will send the fleet back to a shipyard to change designs. There must always be one design per hull type. If you delete a ship design that is currently in use, ships in a fleet will automatically be designated for a retrofit to the most recently changed ship design of that hull type. This is useful for maintaining two designs of a type and switching between them. Switching designs is done in the fleet manager via the Retrofit button - in this case, "upgrading" the fleet will switch all ships of the appropriate hull type to the newly selected ship design. a Victory-class will upgrade to the design for the Victory-class). Upgrading will take all ships of a given name to the most recent design with the same name (e.g. If a ship design is edited, a fleet containing ships of that design can be ordered to return to a shipyard to upgrade. Strategic Resource will also increase upkeep by a bit.
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