Civilian Industries - V 0.5.0 - The Protectors
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This is a large update, and includes many new ships. I am but a single person, so my primary goal with ship balance was 'don't one shot entire fleets' and 'be useful.'
If you try this out, please let me know which Protectors, if any, you have an issue with on either side of the power scale.
Protectors
-Added in a new ship class, the Protector. This is the Civilian equivalent of a Dire Guardian, and civilians can only build one per tech type per planet.
-When a planet has all of its Wormholes and Mines covered by buildings, it will than request a construction ship to build an Advanced Civilian Shipyard, which is where these units will be built.
-Requires a large investment of resources to produce.
-Battlestations and Citadels can build Militia Protector Shipyards in order to have Protectors spawn and support it.
The Crackerjack Protector
-Raid Frigate with a damage bonus against all targets that have been on the planet for less than a minute.
The Thunderstrike Protector
-Siege Frigate with vastly increased hit radius and knockback on hit.
The Paladin Protector
-Suppressor with a powerful bubble shield and self sustain.
The Brick Breaker Protector
-Assault Frigate that is an expert at dealing with large, heavily armored, targets.
The Hurricane Protector
-Sniper Frigate that has a large radius Gravity Generator and can hit multiple targets at once.
The Excalibur Protector
-Melee Frigate that has a large number of close ranged tractor beams and takes less damage from distant targets.
The Grim Reaper Protector
-Raid Frigate that is excellent at absorbing the life force from weak ships to power itself.
The Wildfire Protector
-Frigate that fires off slow moving grenades at targets.
The Tangler Protector
-Warbird Frigate that can zip around the battlefield, vaporizing fast moving targets and engine stunning the rest.
The Orchestrator Protector
-Carrier Frigate that spawns decoy drones, grants planet wide Tachyon Coverage, and boosts the speed of all allied ships on its planet.
Bugfixes/Tweaks
-Fixed a bug that caused Battlestation-spawnt units to not follow the Battlestation into hostile space.
-Building Percentages now display 2 decimal points.
-Fixed a bug where ships were getting cheaper over time instead of more expensive.
-Outposts now tech up from Citadel and Military Command Station tech.
-Patrol Posts now tech up from Citadel and Sentries tech.
-Militia HQ now tech up from Citadel and Forcefield tech.
-Grand Staion techs up from Economical, Logistic, and Engineering tech.
-Trade Station/Post techs up from Economical, Logistic, and Metal Generation tech.
--Trade Station/Post gains +1 additional resource generation for every mark.
-Cargo Ships now tech up from Metal Generation and Light tech.
-Militia Construction Ships now tech up from Engineering and Medium tech.
-Many of these tech changes resulted in more being capable of being built.