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		<id>http://darkspace.net/wiki/index.php?title=Destroyer&amp;diff=3203</id>
		<title>Destroyer</title>
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		<updated>2014-04-29T09:27:14Z</updated>

		<summary type="html">&lt;p&gt;ForgerofDestiny: /* K'luth */ now delivered in full&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Destroyers find the middle ground between speed, armor, and weapons. Although less heavily armored than [[Cruiser|cruisers]], destroyers have the maneuverability to hit targets which cruisers and [[Dreadnought|dreads]] cannot without imposing a large risk on themselves. They are the first ships that require a [[Planetary Structures#Shipyard|Shipyard]] to spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UGTO==&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Destroyers===&lt;br /&gt;
&lt;br /&gt;
====ST-40 Lance Destroyer====&lt;br /&gt;
Rank: 2nd Lieutenant&lt;br /&gt;
Badges: [[Image:silver.png]]Navigator, [[Image:bronze.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Short-range attack ship. Ideal for engaging other destroyers at close range.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x10&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Standard Chemical Laser x6&lt;br /&gt;
:Flux Beam x2&lt;br /&gt;
 	&lt;br /&gt;
====ST-41 Blockade Destroyer====&lt;br /&gt;
Rank: Lieutenant Commander&lt;br /&gt;
Badges [[Image:silver.png]]Combat, [[Image:bronze.png]]Support&lt;br /&gt;
&lt;br /&gt;
''Medium minelayer. Deploys homing mines, either directly against enemy targets or as a minefield to lie in wait.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x8&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
Extended Range Laser x2&lt;br /&gt;
EMP Mine x4&lt;br /&gt;
Standard Chemical Laser x2&lt;br /&gt;
Flux Wave x1&lt;br /&gt;
&lt;br /&gt;
====ST-42 Torpedo Destroyer====&lt;br /&gt;
Rank: Lieutenant Commander&lt;br /&gt;
Badges: [[Image:silver.png]]Navigator, [[Image:bronze.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Medium torpedo ship. Effective against larger warships, but has to get into close range to attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x9&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Proton Torpedo x8&lt;br /&gt;
:Quantum Singularity Torpedo x1&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-43 Missile Destroyer====&lt;br /&gt;
Rank: 1st Lieutenant&lt;br /&gt;
Badges: [[Image:silver.png]]Navigator, [[Image:silver.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Medium missile ship. Adept at attacking larger enemies from a distance. Vulnerable to close-range attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x8&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser&lt;br /&gt;
:Peregrine Missile x8&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
&lt;br /&gt;
====ST-44 Gunboat Destroyer====&lt;br /&gt;
Rank: 1st Lieutenant&lt;br /&gt;
Badges: [[Image:bronze.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Medium gunship. Optimal for engaging smaller targets at a distance.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x9&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Particle Cannon x3&lt;br /&gt;
:Particle Cannon x3&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-48 Picket Destroyer====&lt;br /&gt;
Rank: 2nd Lieutenant&lt;br /&gt;
Badges: ''none''&lt;br /&gt;
&lt;br /&gt;
''Medium defense ship. Carries extra point-defense weapons to protect itself and others from missile or fighter attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x9&lt;br /&gt;
:Scanner x1&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x7&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Destroyers===&lt;br /&gt;
&lt;br /&gt;
====ST-51 Battle Destroyer====&lt;br /&gt;
Rank: Vice Admiral&lt;br /&gt;
Badges: [[Image:silver.png]]Navigator, [[Image:silver.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Standard cannon/torpedo combination allows for greater versatility. Can engage a variety of targets at both medium- and close-range.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
:Standard Armor x8&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Particle Cannon x3&lt;br /&gt;
:Particle Cannon x1&lt;br /&gt;
:Proton Torpedo x10&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-52 Tactical Bomber Destroyer====&lt;br /&gt;
Rank: 1st Rear Admiral &lt;br /&gt;
Badges: [[Image:silver.png]]Navigator, [[Image:silver.png]]Combat, [[Image:silver.png]]Bomber&lt;br /&gt;
&lt;br /&gt;
''Medium attack bomber. Carries a cannon armament for defense against light warships attempting to intercept it.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x7&lt;br /&gt;
:Scanner x1&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:MiRV Bomb x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Particle Cannon x6&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-53 Perimeter Destroyer====&lt;br /&gt;
Rank: 2nd Rear Admiral&lt;br /&gt;
Badges: [[Image:gold.png]]Navigator, [[Image:silver.png]]Support&lt;br /&gt;
&lt;br /&gt;
''Medium defense ship. Armed with cannons to engage light targets at close range and point-defense lasers to protect itself and others from fighter or missile attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x8&lt;br /&gt;
:Scanner x1&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x6&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Particle Cannon x3&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-54 Assault Destroyer====&lt;br /&gt;
Rank: 2nd Rear Admiral&lt;br /&gt;
Badges: [[Image:gold.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Medium assault ship. Armed with both beams and torpedoes. Able to engage both medium and heavy targets at close range.&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x9&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Proton Torpedo x8&lt;br /&gt;
:Heavy Chemical Laser x1&lt;br /&gt;
:Standard Chemical Laser x6&lt;br /&gt;
&lt;br /&gt;
====ST-57 Arrestor Destroyer====&lt;br /&gt;
Rank: 1st Rear Admiral&lt;br /&gt;
Badges: [[Image:gold.png]]Combat, [[Image:silver.png]]Support&lt;br /&gt;
&lt;br /&gt;
''Medium attack minelayer. Combination of flux torpedoes and EMP mines allow it to quickly cripple targets.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x7&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:EMP Mine x3&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Flux Torpedo x8&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-58 Arquebus Destroyer====&lt;br /&gt;
Rank: Vice Admiral&lt;br /&gt;
Badges: [[Image:gold.png]]Combat, [[Image:silver.png]]Transport, [[Image:silver.png]]Support&lt;br /&gt;
&lt;br /&gt;
''Beam-equipped missile ship. Able to defend itself from close range attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x8&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Sparrow Missile x6&lt;br /&gt;
:Standard Chemical Laser x6&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Chemical Laser x1&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Destroyers===&lt;br /&gt;
====ST-59 Elite Line Destroyer====&lt;br /&gt;
Rank: Grand Admiral&lt;br /&gt;
Badges: [[Image:gold.png]]Engineer, [[Image:gold.png]]Transport, [[Image:gold.png]]Bomber, [[Image:platinum.png]]Combat, [[Image:platinum.png]]Support&lt;br /&gt;
&lt;br /&gt;
''Advanced medium defense ship. Equipped with point-defense beams to protect itself and others, while cannons and anti-ship beams let it fend off attacks from light and medium warships. Highly versatile.&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x9&lt;br /&gt;
:Scanner x1&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x5&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Particle Cannon x3&lt;br /&gt;
:Standard Chemical Laser x6&lt;br /&gt;
&lt;br /&gt;
==ICC==&lt;br /&gt;
&lt;br /&gt;
===M-184B Minelayer Destroyer===&lt;br /&gt;
&lt;br /&gt;
Role: ''Minelayer''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 3 TN Mine launchers, 4 chemical beam lasers, and 6 rail guns.&lt;br /&gt;
&lt;br /&gt;
*Rank Requirement: Lieutenant Commander&lt;br /&gt;
&lt;br /&gt;
*Badges required: Bronze Support&lt;br /&gt;
&lt;br /&gt;
The Minelayer Destroyer not frequently used due to mines being difficult to use. The Minelayer can drop a nasty surprise on pursuers and has a light cannon array for Dealing with smaller ships.&lt;br /&gt;
&lt;br /&gt;
===M-186E Escort Destroyer=== &lt;br /&gt;
&lt;br /&gt;
Role: ''Point Defense''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 6 chemical beam lasers, 4 pulse beams, and 6 railguns.&lt;br /&gt;
&lt;br /&gt;
*Rank Requirement: Lieutenant Commander&lt;br /&gt;
&lt;br /&gt;
*Badges required: None&lt;br /&gt;
&lt;br /&gt;
One of the first destroyers that is availble to newer ship captains.  The Escort Destroyer is great for PD, and can also use its laser and gun arrays on other small ships.&lt;br /&gt;
&lt;br /&gt;
===M-190A Combat Destroyer===&lt;br /&gt;
&lt;br /&gt;
Role: ''Gunboat''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 2 chemical lasers, 4 railguns, 2 heavy railguns, 4 fusion torpedo launchers.&lt;br /&gt;
&lt;br /&gt;
*Rank Requirement: Captain&lt;br /&gt;
&lt;br /&gt;
*Badges Required: None &lt;br /&gt;
&lt;br /&gt;
This is an excellent ship. It can even fight things much larger than itself and come out alive.&lt;br /&gt;
&lt;br /&gt;
===M-190B Bomber Destroyer===&lt;br /&gt;
&lt;br /&gt;
Role: ''Bomber''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 2 chemical lasers, 6 pulse beams, and 3 MiRV bomb launchers&lt;br /&gt;
&lt;br /&gt;
*Rank Requirement: Commander&lt;br /&gt;
&lt;br /&gt;
*Badges required: Bronze Bomber&lt;br /&gt;
&lt;br /&gt;
The most popular bomber used by ICC forces. The Bomber Destroyer is deployed when the area is to dangerous for a Siege Dreadnaught. Its heavy beam array makes it tough to kill with missiles.&lt;br /&gt;
&lt;br /&gt;
===M-192M Missile Destroyer===&lt;br /&gt;
&lt;br /&gt;
Role: ''Missile Boat''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 3 chemical beam lasers and 6 ion tracker missile launchers.&lt;br /&gt;
&lt;br /&gt;
*Rank Requirement: Lieutenant Commander&lt;br /&gt;
&lt;br /&gt;
*Badges required: Bronze Combat&lt;br /&gt;
&lt;br /&gt;
The Missle Destroyer is more powerful than a Missile frigate, but can have energy problems if not managed properly. Not many use this this ship once they unlock the Missile Cruiser, as it can fire a much greater amount of missiles with little less dodging penality.&lt;br /&gt;
&lt;br /&gt;
==K'luth==&lt;br /&gt;
===Tier 1===&lt;br /&gt;
====Shell====&lt;br /&gt;
Rank: 2nd Lieutenant&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: None&lt;br /&gt;
&lt;br /&gt;
''Medium gunship. Optimal for engaging smaller targets at a distance.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x8&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Heavy Psionic Cannon x5&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Psi Cannon x2&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Drainer====&lt;br /&gt;
Rank: 2nd Lieutenant&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[Image:bronze.png]] Navigator [[Image:bronze.png]] Combat&lt;br /&gt;
&lt;br /&gt;
''Medium attack ship. Excellent for engaging other destroyers at close range. Uses Energy Leech Field weapons to drain enemy ships of their energy reserves.''&lt;br /&gt;
 &lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x9&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Assault Disruptor x1&lt;br /&gt;
:Disruptor x6&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:ELF Beam x4&lt;br /&gt;
&lt;br /&gt;
====Stinger====&lt;br /&gt;
Rank: 1st Lieutenant&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[Image:silver.png]] Navigator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
''Medium missile ship. Adept at attacking larger enemies from a distance. Vulnerable to close-range attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x7&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Psionic Missile x2&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Shredder Missile x7&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Rachis====&lt;br /&gt;
Rank: 1st Lieutenant&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[Image:silver.png]] Combat&lt;br /&gt;
&lt;br /&gt;
''Medium torpedo ship. Effective against larger warships, but has to get into close range to attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x8&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:AM Torpedo x8&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Neutronium Torpedo x2&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Calyx====&lt;br /&gt;
Rank: Lieutenant Commander&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[Image:bronze.png]] Navigator [[Image:bronze.png]] Bomber&lt;br /&gt;
&lt;br /&gt;
''Medium bomber. Able to destroy facilities and troops on the surface of planets. Carries minimal ship-to-ship armament.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Scanner x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x7&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Disruptor x4&lt;br /&gt;
:Tele-Kinetic Bomb x3&lt;br /&gt;
&lt;br /&gt;
====Proxima====&lt;br /&gt;
Rank: Lieutenant Commander&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[Image:silver.png]] Combat [[Image:bronze.png]] Support&lt;br /&gt;
&lt;br /&gt;
''Medium minelayer. Deploys homing mines, either directly against enemy targets or as a minefield to lie in wait.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:PSI Drive x1&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x7&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:AM Mine x4&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
====Claw====&lt;br /&gt;
Rank: 2nd Rear Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[Image:gold.png]] Navigator [[image:silver.png]] Combat&lt;br /&gt;
&lt;br /&gt;
''Medium assault ship. Armed with both beams and torpedoes. Able to engage both medium and heavy targets at close-range.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Organic Armor x8&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:AM Torpedo x8&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Disruptor x10&lt;br /&gt;
&lt;br /&gt;
====Dragonfly====&lt;br /&gt;
Rank: 2nd Rear Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:silver.png]] Engineer [[image:silver.png]] Transport [[image:silver.png]] Support&lt;br /&gt;
&lt;br /&gt;
''Long-range gunship. Combination of high-velocity cannons and long-range missiles lets it engage all types of targets from great distance. Vulnerable to close-range attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x6&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Heavy Psionic Cannon x5&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Psionic Missile x6&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Thistle====&lt;br /&gt;
Rank: 1st Rear Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:silver.png]] Combat [[image:bronze.png]] Support&lt;br /&gt;
&lt;br /&gt;
''Medium defense ship. Armed with beams to engace medium targets at close-range and point-defense lasers to protect itself and others from fighter or missile attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x8&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
:Scanner x1&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Assault Disruptor x1&lt;br /&gt;
:Disruptor x7&lt;br /&gt;
:Psi-Focused Disruptor x6&lt;br /&gt;
&lt;br /&gt;
====Neophyte====&lt;br /&gt;
Rank: 1st Rear Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:gold.png]] Combat&lt;br /&gt;
&lt;br /&gt;
''Standard cannon/torpedo combination allows for great versatility. Can engage a variety of targets at both medium- and close-range.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x7&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Heavy Psionic Cannon x4&lt;br /&gt;
:AM Torpedo x6&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Neutronium Torpedo x1&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Roach====&lt;br /&gt;
Rank: Vice Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:silver.png]] Combat [[image:silver.png]] Bomber&lt;br /&gt;
&lt;br /&gt;
''Medium attack bomber. Carries a torpedo armament for defense against larger enemy warships attempting to intercept it.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Scanner x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x7&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:AM Torpedo x7&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Neutronium Torpedo x1&lt;br /&gt;
:Tele-Kinetic Bomb x2&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Achene====&lt;br /&gt;
Rank: Vice Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:gold.png]] Navigator [[image:silver.png]] Combat [[image:silver.png]] Support&lt;br /&gt;
&lt;br /&gt;
''Beam-equipped minelayer. Can drain targets of energy while engaging with mines.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x7&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Disruptor x5&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:AM Mine x3&lt;br /&gt;
:ELF Beam x2&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
====Ravager====&lt;br /&gt;
Rank: Grand Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:gold.png]] Navigator [[image:gold.png]] Engineer [[image:gold.png]] Transport [[image:gold.png]] Bomber [[image:platinum.png]] Combat [[image:platinum.png]] Support&lt;br /&gt;
&lt;br /&gt;
''Advanced medium attack ship. Beams, Torpedoes and Cannons let it deliver overwhelming firepower at a variety of target types and ranges.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Organic Armor x8&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Heavy Psionic Cannon x2&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:AM Torpedo x4&lt;br /&gt;
:Assault Disruptor x2&lt;br /&gt;
:Disruptor x4&lt;br /&gt;
:Stellar Incinerator x1&lt;br /&gt;
:Neutronium Torpedo x1&lt;br /&gt;
&lt;br /&gt;
==Pirates==&lt;br /&gt;
&lt;br /&gt;
===Bombard===&lt;br /&gt;
&lt;br /&gt;
*Role: ''Missile Ship''&lt;br /&gt;
&lt;br /&gt;
*Weapons:&lt;br /&gt;
&lt;br /&gt;
===C-208 CVM===&lt;br /&gt;
&lt;br /&gt;
Role: ''Carrier''&lt;br /&gt;
&lt;br /&gt;
*Weapons:&lt;br /&gt;
&lt;br /&gt;
===Sloop===&lt;br /&gt;
&lt;br /&gt;
*Role: ''Gunboat''&lt;br /&gt;
&lt;br /&gt;
*Weapons:&lt;/div&gt;</summary>
		<author><name>ForgerofDestiny</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Destroyer&amp;diff=3202</id>
		<title>Destroyer</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Destroyer&amp;diff=3202"/>
		<updated>2014-04-29T08:50:27Z</updated>

		<summary type="html">&lt;p&gt;ForgerofDestiny: /* K'luth */ 13 destroyers, delivered&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Destroyers find the middle ground between speed, armor, and weapons. Although less heavily armored than [[Cruiser|cruisers]], destroyers have the maneuverability to hit targets which cruisers and [[Dreadnought|dreads]] cannot without imposing a large risk on themselves. They are the first ships that require a [[Planetary Structures#Shipyard|Shipyard]] to spawn.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UGTO==&lt;br /&gt;
&lt;br /&gt;
===Tier 1 Destroyers===&lt;br /&gt;
&lt;br /&gt;
====ST-40 Lance Destroyer====&lt;br /&gt;
Rank: 2nd Lieutenant&lt;br /&gt;
Badges: [[Image:silver.png]]Navigator, [[Image:bronze.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Short-range attack ship. Ideal for engaging other destroyers at close range.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x10&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Standard Chemical Laser x6&lt;br /&gt;
:Flux Beam x2&lt;br /&gt;
 	&lt;br /&gt;
====ST-41 Blockade Destroyer====&lt;br /&gt;
Rank: Lieutenant Commander&lt;br /&gt;
Badges [[Image:silver.png]]Combat, [[Image:bronze.png]]Support&lt;br /&gt;
&lt;br /&gt;
''Medium minelayer. Deploys homing mines, either directly against enemy targets or as a minefield to lie in wait.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x8&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
Extended Range Laser x2&lt;br /&gt;
EMP Mine x4&lt;br /&gt;
Standard Chemical Laser x2&lt;br /&gt;
Flux Wave x1&lt;br /&gt;
&lt;br /&gt;
====ST-42 Torpedo Destroyer====&lt;br /&gt;
Rank: Lieutenant Commander&lt;br /&gt;
Badges: [[Image:silver.png]]Navigator, [[Image:bronze.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Medium torpedo ship. Effective against larger warships, but has to get into close range to attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x9&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Proton Torpedo x8&lt;br /&gt;
:Quantum Singularity Torpedo x1&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-43 Missile Destroyer====&lt;br /&gt;
Rank: 1st Lieutenant&lt;br /&gt;
Badges: [[Image:silver.png]]Navigator, [[Image:silver.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Medium missile ship. Adept at attacking larger enemies from a distance. Vulnerable to close-range attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x8&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser&lt;br /&gt;
:Peregrine Missile x8&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
&lt;br /&gt;
====ST-44 Gunboat Destroyer====&lt;br /&gt;
Rank: 1st Lieutenant&lt;br /&gt;
Badges: [[Image:bronze.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Medium gunship. Optimal for engaging smaller targets at a distance.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x9&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Particle Cannon x3&lt;br /&gt;
:Particle Cannon x3&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-48 Picket Destroyer====&lt;br /&gt;
Rank: 2nd Lieutenant&lt;br /&gt;
Badges: ''none''&lt;br /&gt;
&lt;br /&gt;
''Medium defense ship. Carries extra point-defense weapons to protect itself and others from missile or fighter attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x9&lt;br /&gt;
:Scanner x1&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x7&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
===Tier 2 Destroyers===&lt;br /&gt;
&lt;br /&gt;
====ST-51 Battle Destroyer====&lt;br /&gt;
Rank: Vice Admiral&lt;br /&gt;
Badges: [[Image:silver.png]]Navigator, [[Image:silver.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Standard cannon/torpedo combination allows for greater versatility. Can engage a variety of targets at both medium- and close-range.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
:Standard Armor x8&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Particle Cannon x3&lt;br /&gt;
:Particle Cannon x1&lt;br /&gt;
:Proton Torpedo x10&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-52 Tactical Bomber Destroyer====&lt;br /&gt;
Rank: 1st Rear Admiral &lt;br /&gt;
Badges: [[Image:silver.png]]Navigator, [[Image:silver.png]]Combat, [[Image:silver.png]]Bomber&lt;br /&gt;
&lt;br /&gt;
''Medium attack bomber. Carries a cannon armament for defense against light warships attempting to intercept it.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x7&lt;br /&gt;
:Scanner x1&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:MiRV Bomb x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Particle Cannon x6&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-53 Perimeter Destroyer====&lt;br /&gt;
Rank: 2nd Rear Admiral&lt;br /&gt;
Badges: [[Image:gold.png]]Navigator, [[Image:silver.png]]Support&lt;br /&gt;
&lt;br /&gt;
''Medium defense ship. Armed with cannons to engage light targets at close range and point-defense lasers to protect itself and others from fighter or missile attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x8&lt;br /&gt;
:Scanner x1&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x6&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Particle Cannon x3&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-54 Assault Destroyer====&lt;br /&gt;
Rank: 2nd Rear Admiral&lt;br /&gt;
Badges: [[Image:gold.png]]Combat&lt;br /&gt;
&lt;br /&gt;
''Medium assault ship. Armed with both beams and torpedoes. Able to engage both medium and heavy targets at close range.&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x9&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Proton Torpedo x8&lt;br /&gt;
:Heavy Chemical Laser x1&lt;br /&gt;
:Standard Chemical Laser x6&lt;br /&gt;
&lt;br /&gt;
====ST-57 Arrestor Destroyer====&lt;br /&gt;
Rank: 1st Rear Admiral&lt;br /&gt;
Badges: [[Image:gold.png]]Combat, [[Image:silver.png]]Support&lt;br /&gt;
&lt;br /&gt;
''Medium attack minelayer. Combination of flux torpedoes and EMP mines allow it to quickly cripple targets.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x7&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:EMP Mine x3&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Flux Torpedo x8&lt;br /&gt;
:Standard Chemical Laser x2&lt;br /&gt;
&lt;br /&gt;
====ST-58 Arquebus Destroyer====&lt;br /&gt;
Rank: Vice Admiral&lt;br /&gt;
Badges: [[Image:gold.png]]Combat, [[Image:silver.png]]Transport, [[Image:silver.png]]Support&lt;br /&gt;
&lt;br /&gt;
''Beam-equipped missile ship. Able to defend itself from close range attack.''&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x8&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x2&lt;br /&gt;
:Sparrow Missile x6&lt;br /&gt;
:Standard Chemical Laser x6&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Chemical Laser x1&lt;br /&gt;
&lt;br /&gt;
===Tier 3 Destroyers===&lt;br /&gt;
====ST-59 Elite Line Destroyer====&lt;br /&gt;
Rank: Grand Admiral&lt;br /&gt;
Badges: [[Image:gold.png]]Engineer, [[Image:gold.png]]Transport, [[Image:gold.png]]Bomber, [[Image:platinum.png]]Combat, [[Image:platinum.png]]Support&lt;br /&gt;
&lt;br /&gt;
''Advanced medium defense ship. Equipped with point-defense beams to protect itself and others, while cannons and anti-ship beams let it fend off attacks from light and medium warships. Highly versatile.&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Tachyon Drive x1&lt;br /&gt;
:IE Drive x2&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Standard Armor x9&lt;br /&gt;
:Scanner x1&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Extended Range Laser x5&lt;br /&gt;
:Flux Wave x1&lt;br /&gt;
:Heavy Particle Cannon x3&lt;br /&gt;
:Standard Chemical Laser x6&lt;br /&gt;
&lt;br /&gt;
==ICC==&lt;br /&gt;
&lt;br /&gt;
===M-184B Minelayer Destroyer===&lt;br /&gt;
&lt;br /&gt;
Role: ''Minelayer''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 3 TN Mine launchers, 4 chemical beam lasers, and 6 rail guns.&lt;br /&gt;
&lt;br /&gt;
*Rank Requirement: Lieutenant Commander&lt;br /&gt;
&lt;br /&gt;
*Badges required: Bronze Support&lt;br /&gt;
&lt;br /&gt;
The Minelayer Destroyer not frequently used due to mines being difficult to use. The Minelayer can drop a nasty surprise on pursuers and has a light cannon array for Dealing with smaller ships.&lt;br /&gt;
&lt;br /&gt;
===M-186E Escort Destroyer=== &lt;br /&gt;
&lt;br /&gt;
Role: ''Point Defense''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 6 chemical beam lasers, 4 pulse beams, and 6 railguns.&lt;br /&gt;
&lt;br /&gt;
*Rank Requirement: Lieutenant Commander&lt;br /&gt;
&lt;br /&gt;
*Badges required: None&lt;br /&gt;
&lt;br /&gt;
One of the first destroyers that is availble to newer ship captains.  The Escort Destroyer is great for PD, and can also use its laser and gun arrays on other small ships.&lt;br /&gt;
&lt;br /&gt;
===M-190A Combat Destroyer===&lt;br /&gt;
&lt;br /&gt;
Role: ''Gunboat''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 2 chemical lasers, 4 railguns, 2 heavy railguns, 4 fusion torpedo launchers.&lt;br /&gt;
&lt;br /&gt;
*Rank Requirement: Captain&lt;br /&gt;
&lt;br /&gt;
*Badges Required: None &lt;br /&gt;
&lt;br /&gt;
This is an excellent ship. It can even fight things much larger than itself and come out alive.&lt;br /&gt;
&lt;br /&gt;
===M-190B Bomber Destroyer===&lt;br /&gt;
&lt;br /&gt;
Role: ''Bomber''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 2 chemical lasers, 6 pulse beams, and 3 MiRV bomb launchers&lt;br /&gt;
&lt;br /&gt;
*Rank Requirement: Commander&lt;br /&gt;
&lt;br /&gt;
*Badges required: Bronze Bomber&lt;br /&gt;
&lt;br /&gt;
The most popular bomber used by ICC forces. The Bomber Destroyer is deployed when the area is to dangerous for a Siege Dreadnaught. Its heavy beam array makes it tough to kill with missiles.&lt;br /&gt;
&lt;br /&gt;
===M-192M Missile Destroyer===&lt;br /&gt;
&lt;br /&gt;
Role: ''Missile Boat''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 3 chemical beam lasers and 6 ion tracker missile launchers.&lt;br /&gt;
&lt;br /&gt;
*Rank Requirement: Lieutenant Commander&lt;br /&gt;
&lt;br /&gt;
*Badges required: Bronze Combat&lt;br /&gt;
&lt;br /&gt;
The Missle Destroyer is more powerful than a Missile frigate, but can have energy problems if not managed properly. Not many use this this ship once they unlock the Missile Cruiser, as it can fire a much greater amount of missiles with little less dodging penality.&lt;br /&gt;
&lt;br /&gt;
==K'luth==&lt;br /&gt;
===Tier 1===&lt;br /&gt;
====Shell====&lt;br /&gt;
Rank: 2nd Lieutenant&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: None&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medium gunship. Optimal for engaging smaller targets at a distance.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x8&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Heavy Psionic Cannon x5&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Psi Cannon x2&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Drainer====&lt;br /&gt;
Rank: 2nd Lieutenant&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[Image:bronze.png]] Navigator [[Image:bronze.png]] Combat&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medium attack ship. Excellent for engaging other destroyers at close range. Uses Energy Leech Field weapons to drain enemy ships of their energy reserves.&amp;quot;&lt;br /&gt;
 &lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x9&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Assault Disruptor x1&lt;br /&gt;
:Disruptor x6&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:ELF Beam x4&lt;br /&gt;
&lt;br /&gt;
====Stinger====&lt;br /&gt;
Rank: 1st Lieutenant&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[Image:silver.png]] Navigator&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medium missile ship. Adept at attacking larger enemies from a distance. Vulnerable to close-range attack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x7&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Psionic Missile x2&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Shredder Missile x7&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Rachis====&lt;br /&gt;
Rank: 1st Lieutenant&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[Image:silver.png]] Combat&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medium torpedo ship. Effective against larger warships, but has to get into close range to attack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x8&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:AM Torpedo x8&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Neutronium Torpedo x2&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Calyx====&lt;br /&gt;
Rank: Lieutenant Commander&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[Image:bronze.png]] Navigator [[Image:bronze.png]] Bomber&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medium bomber. Able to destroy facilities and troops on the surface of planets. Carries minimal ship-to-ship armament.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Auxiliary Reactor x1&lt;br /&gt;
:Scanner x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x7&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Disruptor x4&lt;br /&gt;
:Tele-Kinetic Bomb x3&lt;br /&gt;
&lt;br /&gt;
===Tier 2===&lt;br /&gt;
====Claw====&lt;br /&gt;
Rank: 2nd Rear Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[Image:gold.png]] Navigator [[image:silver.png]] Combat&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medium assault ship. Armed with both beams and torpedoes. Able to engage both medium and heavy targets at close-range.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Organic Armor x8&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:AM Torpedo x8&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Disruptor x10&lt;br /&gt;
&lt;br /&gt;
====Dragonfly====&lt;br /&gt;
Rank: 2nd Rear Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:silver.png]] Engineer [[image:silver.png]] Transport [[image:silver.png]] Support&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Long-range gunship. Combination of high-velocity cannons and long-range missiles lets it engage all types of targets from great distance. Vulnerable to close-range attack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x6&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Heavy Psionic Cannon x5&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Psionic Missile x6&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Thistle====&lt;br /&gt;
Rank: 1st Rear Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:silver.png]] Combat [[image:bronze.png]] Support&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medium defense ship. Armed with beams to engace medium targets at close-range and point-defense lasers to protect itself and others from fighter or missile attack.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x8&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
:Scanner x1&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Assault Disruptor x1&lt;br /&gt;
:Disruptor x7&lt;br /&gt;
:Psi-Focused Disruptor x6&lt;br /&gt;
&lt;br /&gt;
====Neophyte====&lt;br /&gt;
Rank: 1st Rear Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:gold.png]] Combat&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Standard cannon/torpedo combination allows for great versatility. Can engage a variety of targets at both medium- and close-range.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x7&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Heavy Psionic Cannon x4&lt;br /&gt;
:AM Torpedo x6&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Neutronium Torpedo x1&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Roach====&lt;br /&gt;
Rank: Vice Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:silver.png]] Combat [[image:silver.png]] Bomber&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Medium attack bomber. Carries a torpedo armament for defense against larger enemy warships attempting to intercept it.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Scanner x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x7&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:AM Torpedo x7&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:Neutronium Torpedo x1&lt;br /&gt;
:Tele-Kinetic Bomb x2&lt;br /&gt;
:Disruptor x2&lt;br /&gt;
&lt;br /&gt;
====Achene====&lt;br /&gt;
Rank: Vice Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:gold.png]] Navigator [[image:silver.png]] Combat [[image:silver.png]] Support&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Beam-equipped minelayer. Can drain targets of energy while engaging with mines.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:Organic Armor x7&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Disruptor x5&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:AM Mine x3&lt;br /&gt;
:ELF Beam x2&lt;br /&gt;
&lt;br /&gt;
===Tier 3===&lt;br /&gt;
====Ravager====&lt;br /&gt;
Rank: Grand Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: [[image:gold.png]] Navigator [[image:gold.png]] Engineer [[image:gold.png]] Transport [[image:gold.png]] Bomber [[image:platinum.png]] Combat [[image:platinum.png]] Support&lt;br /&gt;
&lt;br /&gt;
&amp;quot;Advanced medium attack ship. Beams, Torpedoes and Cannons let it deliver overwhelming firepower at a variety of target types and ranges.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Primary Systems:&lt;br /&gt;
:Cloaking Device x1&lt;br /&gt;
:Organic Armor x8&lt;br /&gt;
:PSI Drive x2&lt;br /&gt;
:Automated Hull Repair x1&lt;br /&gt;
:AntiMatter Jump Drive x1&lt;br /&gt;
:Auxiliary Reactor x2&lt;br /&gt;
&lt;br /&gt;
Weapon Systems:&lt;br /&gt;
:Heavy Psionic Cannon x2&lt;br /&gt;
:Psi-Focused Disruptor x2&lt;br /&gt;
:AM Torpedo x4&lt;br /&gt;
:Assault Disruptor x2&lt;br /&gt;
:Disruptor x4&lt;br /&gt;
:Stellar Incinerator x1&lt;br /&gt;
:Neutronium Torpedo x1&lt;br /&gt;
&lt;br /&gt;
==Pirates==&lt;br /&gt;
&lt;br /&gt;
===Bombard===&lt;br /&gt;
&lt;br /&gt;
*Role: ''Missile Ship''&lt;br /&gt;
&lt;br /&gt;
*Weapons:&lt;br /&gt;
&lt;br /&gt;
===C-208 CVM===&lt;br /&gt;
&lt;br /&gt;
Role: ''Carrier''&lt;br /&gt;
&lt;br /&gt;
*Weapons:&lt;br /&gt;
&lt;br /&gt;
===Sloop===&lt;br /&gt;
&lt;br /&gt;
*Role: ''Gunboat''&lt;br /&gt;
&lt;br /&gt;
*Weapons:&lt;/div&gt;</summary>
		<author><name>ForgerofDestiny</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Transport&amp;diff=3185</id>
		<title>Transport</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Transport&amp;diff=3185"/>
		<updated>2014-04-28T16:42:40Z</updated>

		<summary type="html">&lt;p&gt;ForgerofDestiny: /* UGTO */ copypaste from garage ship screen&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ships devoted entirely to cargo space, normally filled to the brim with troops ready and angry enough to assault ships and planets. Lightly armed and armored.&lt;br /&gt;
&lt;br /&gt;
Extractors also fall under this role - civilian ships equipped with mining beams to harvest [[Resource|resources]] from planets or asteroids&lt;br /&gt;
&lt;br /&gt;
==UGTO==&lt;br /&gt;
===ST-153 Light Transport===&lt;br /&gt;
Tier 1&amp;lt;br&amp;gt;&lt;br /&gt;
Rank: Ensign&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: None&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements: 0 Resources, 30 Technology, Metals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Basic light transport. Heavily armored to protect its cargo.&lt;br /&gt;
&lt;br /&gt;
Utility Devices: Tachyon Drive, IE Drive (2), Standard Armor (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Combat Devices: Extended Range Laser (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo: 10&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===ST-154 Extractor===&lt;br /&gt;
Tier 1&amp;lt;br&amp;gt;&lt;br /&gt;
Rank: Midshipman&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: None&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements: 0 Resources, 30 Technology, Metals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Mining ship. Can gather resources from planets and asteroids.&lt;br /&gt;
&lt;br /&gt;
Utility Devices: Tachyon Drive, IE Drive (2), Standard Armor (9), ECM, Scanner, Mining Beam (6), Tractor Beam (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Combat Devices: Extended Range Laser (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo: 10&lt;br /&gt;
&lt;br /&gt;
===ST-155 Heavy Transport===&lt;br /&gt;
Tier 2&amp;lt;br&amp;gt;&lt;br /&gt;
Rank: Commander&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: Bronze Transport, Bronze Bomber&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements: 0 Resources, 30 Technology, Metals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heavier transport. Sacrifices some armor plating to carry orbit-to-surface bombs.&lt;br /&gt;
&lt;br /&gt;
Utility Devices: Tachyon Drive, IE Drive (2), Standard Armor (10)&amp;lt;br&amp;gt;&lt;br /&gt;
Combat Devices: Extended Range Laser (3), MiRV Bomb&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo: 10&lt;br /&gt;
&lt;br /&gt;
===ST-157 Assault Transport===&lt;br /&gt;
Tier 3&amp;lt;br&amp;gt;&lt;br /&gt;
Rank: Admiral&amp;lt;br&amp;gt;&lt;br /&gt;
Badges: Silver Transport, Silver Bomber&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements: 0 Resources, 30 Technology, Metals&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Heavy assault transport. Carries extra bombs to soften up planets prior to landing.&lt;br /&gt;
&lt;br /&gt;
Utility Devices: Tachyon Drive, IE Drive (2), Standard Armor (9)&amp;lt;br&amp;gt;&lt;br /&gt;
Combat Devices: Extended Range Laser (4), MiRV Bomb (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Cargo: 10&lt;br /&gt;
&lt;br /&gt;
==ICC==&lt;br /&gt;
===MT-152 Extractor===&lt;br /&gt;
Rank: Midshipman&lt;br /&gt;
Badges: None&lt;br /&gt;
Weapons: Pulse Beam x2&lt;br /&gt;
&lt;br /&gt;
===MT-261 Light Transport===&lt;br /&gt;
Rank: Midshipman&lt;br /&gt;
Badges: None&lt;br /&gt;
Weapons: Pulse Beam x2&lt;br /&gt;
&lt;br /&gt;
===MT-262 Heavy Transport===&lt;br /&gt;
Rank: Commander&lt;br /&gt;
Badges: Bronze Transport, Bronze Bomber&lt;br /&gt;
Weapons: Pulse Beam x3&lt;br /&gt;
MiRV Bomb x1&lt;br /&gt;
&lt;br /&gt;
===MT-265 Siege Transport===&lt;br /&gt;
Rank: Admiral&lt;br /&gt;
Badges: Silver Transport, Silver Bomber&lt;br /&gt;
Weapons: Pulse Beam x4&lt;br /&gt;
MiRV Bomb x2&lt;br /&gt;
&lt;br /&gt;
==K'luth==&lt;br /&gt;
&lt;br /&gt;
==MI Legion==&lt;br /&gt;
&lt;br /&gt;
===MI Conveyor===&lt;br /&gt;
&lt;br /&gt;
Role:Transport&lt;br /&gt;
&lt;br /&gt;
Weapons: Unknown&lt;/div&gt;</summary>
		<author><name>ForgerofDestiny</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Gadget_Level&amp;diff=3180</id>
		<title>Gadget Level</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Gadget_Level&amp;diff=3180"/>
		<updated>2014-04-22T16:38:07Z</updated>

		<summary type="html">&lt;p&gt;ForgerofDestiny: /* Effect */ additions and corrections&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Gadget level is a value used to grade the characteristics of devices which are installed on warships. The larger and more advanced the hull of ship is, the higher is the gadget level of the devices which can be installed on it.&lt;br /&gt;
&lt;br /&gt;
==Values==&lt;br /&gt;
Gadget Level depends on the hull type on which the device is mounted and are as follows&lt;br /&gt;
&amp;lt;!-- need this information arranged in a wikitable --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*Fighter: Level 1&lt;br /&gt;
*Scout: Level 2&lt;br /&gt;
*Frigate: Level 3&lt;br /&gt;
*Destroyer: Level 4&lt;br /&gt;
*Cruiser: Level 5&lt;br /&gt;
*Dreadnought: Level 6&lt;br /&gt;
*Super Dreadnought: Level 7&lt;br /&gt;
*Station: Level 10&lt;br /&gt;
*Transport: Level 2&lt;br /&gt;
*Supply: Level 2&lt;br /&gt;
*Engineer: Level 2&lt;br /&gt;
&lt;br /&gt;
==Effect==&lt;br /&gt;
Gadget level governs the characteristics of the following devices :&lt;br /&gt;
&lt;br /&gt;
===Projectile Weapons===&lt;br /&gt;
Increasing damage, recharge energy, recharge time, AoE radius, missile speed and ammo, and decreasing projectile speed and missile maneuverability.&lt;br /&gt;
&lt;br /&gt;
===Beam Weapons===&lt;br /&gt;
Increasing damage, beam duration, recharge energy and recharge time.&lt;br /&gt;
&lt;br /&gt;
===Armor and Shields===&lt;br /&gt;
Increasing maximum hit points and armor weight.&lt;br /&gt;
&lt;br /&gt;
===Impulse Drives===&lt;br /&gt;
Increasing energy storage.&lt;br /&gt;
&lt;br /&gt;
===EWar Devices===&lt;br /&gt;
Increasing the strength and maximum range of effect.&lt;br /&gt;
&lt;br /&gt;
===Faster Than Light Drives===&lt;br /&gt;
'''Tachyon Jump Drive''' / '''Antimatter Jump Drive''' - Increasing fuel capacity and recharge energy, and decreasing fuel efficiency.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Hyper Mass Accelerator''' - Increasing recharge energy and recharge time, and decreasing fuel efficiency and jump speed.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Worm Hole Device II''' - Increasing wormhole creation range, error in creation location and duration of wormhole, and decreasing recharge time.&lt;br /&gt;
&lt;br /&gt;
===Faction Special Devices===&lt;br /&gt;
&lt;br /&gt;
'''Flux Wave''' - Increasing damage, AoE radius, recharge energy and recharge time.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Pulse Shield''' - Increasing AoE radius, recharge energy and recharge time.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cloak''' - Increasing cloak time, cloak engagement and disengagement times and cloak recharge time.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- need more added, and im tired --&amp;gt;&lt;br /&gt;
&amp;lt;!-- do these edits slower and ill back you up --&amp;gt;&lt;/div&gt;</summary>
		<author><name>ForgerofDestiny</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=File_talk:Cluster_map.jpg&amp;diff=3122</id>
		<title>File talk:Cluster map.jpg</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=File_talk:Cluster_map.jpg&amp;diff=3122"/>
		<updated>2013-11-16T09:11:57Z</updated>

		<summary type="html">&lt;p&gt;ForgerofDestiny: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Hard to read system names in the map. Also, system clusters could be better labelled with lines connecting the name to the cluster, and the separate listing could just show cluster name and relevant info. [[User:ForgerofDestiny|ForgerofDestiny]] 03:11, 16 November 2013 (CST)&lt;/div&gt;</summary>
		<author><name>ForgerofDestiny</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Start-supply&amp;diff=3052</id>
		<title>Start-supply</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Start-supply&amp;diff=3052"/>
		<updated>2013-05-09T10:16:52Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: supply tips page.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not less than a few billion times would you have cursed your piloting habits and how they get your shiny [[Frigate]]s and [[Cruiser]]s blown into smithereens.&lt;br /&gt;
&lt;br /&gt;
Do you want some change? Feel the need of doing something that would save you and your buddies from exploding? Supplying is the way to go.&lt;br /&gt;
&lt;br /&gt;
==Requirements==&lt;br /&gt;
:*1 Supply ship (with Repair/Reload drones)&lt;br /&gt;
:*1 Damaged buddy&lt;br /&gt;
&lt;br /&gt;
The second one won't be hard to find, as everyone is a buddy and everyone is just seconds from blowing up.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Reload (repair) drones are found mainly on Supply ships and Support [[Station]]s. They repair the armor and hull of a target ally, and reload ammunition and jump drive fuel. They have a short range of 250-300 GU, and provide 25 minutes (Supply) to 58 minutes (Station) of repairing capacity.&amp;lt;br&amp;gt;&lt;br /&gt;
Repair fields are an enhanced tool of repairing found only on support stations. They have a large range of 500 GU and repair all ships within range.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Each [[Faction]] has a catalogue of supply-capable ships to use.&lt;br /&gt;
:UGTO have the ST-31 Supply (1 Repair drone) and ST-32 Heavy Supply (2 Repair drones).&lt;br /&gt;
:ICC have the ML-290 Supply (1 drone) and ML-292 Heavy Supply (2 drones) and the ME-117 Engineer (1 Reload drone).&lt;br /&gt;
:K'Luth have the Worker (1 drone), Advanced Worker (2 drones) and Ultimate Worker (2 Reload drones).&lt;br /&gt;
&lt;br /&gt;
The light supply ships require 1st Lieutenant [[Rank]] for piloting, and have an emphasis on defensive beams.&lt;br /&gt;
Heavy supplies require Commander Rank and carry a pair of tractor beams for hauling supply platforms with them.&lt;br /&gt;
The both the Ultimate Worker and the ME-117 carry a complement of reload drones and build drones (for platforms, planets and such).&lt;br /&gt;
&lt;br /&gt;
All supply ships cost approximately 40,000 resources, and with exception of the ME-117, they require a Shipyard having 75 Technology for construction.&lt;br /&gt;
&lt;br /&gt;
==Action==&lt;br /&gt;
&lt;br /&gt;
With a target selected and within range, pressing '''Y''' will activate the drones and your target will become healthy rapidly. Easy, right?&lt;br /&gt;
&lt;br /&gt;
Supply ships are as damaging as a Scout, tough as a regular Frigate, fast as a Destroyer and have the agility of a Cruiser. Pilots are advised to be careful not to let their ships wander into gunfire if they expect to survive long.&lt;br /&gt;
&lt;br /&gt;
In heavy and prolonged combat, supply ships will inevitably run out of repair drones. These can be restocked at planetary depots, or while orbiting an allied planet or at a supply platform.&lt;br /&gt;
&lt;br /&gt;
As unreal as it may sound, supply ships are fully capable of repairing themselves and reloading their jump drive and weapons (though, they mostly have beams). To achieve this tricky feat, press '''Shift + Y''' and rejoice.&lt;br /&gt;
&lt;br /&gt;
Repairing ships earns you Repair points. 1 Repair point is worth 2.5 Prestige.&lt;br /&gt;
&lt;br /&gt;
==End note==&lt;br /&gt;
&lt;br /&gt;
Supply ships, because of the service they render to their allies, are often important targets for enemy fleets. Supply pilots should always be prepared to escape the battle field and help other escapees survive.&lt;br /&gt;
&lt;br /&gt;
Supply ships can work both actively and passively. It is perfectly acceptable for other ships to come to you in deep space, instead of you going to them and into enemy fire.&lt;br /&gt;
&lt;br /&gt;
Supply ships work best with medium to long ranged combat ships, heavily armored bombers and as part of fleets invading enemy planets.&lt;br /&gt;
&lt;br /&gt;
Supplying is an effective way of earning prestige, and can help allies save their own prestige. It is without doubt the second most respected role that a ship can have.&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Wormhole_Device&amp;diff=3017</id>
		<title>Wormhole Device</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Wormhole_Device&amp;diff=3017"/>
		<updated>2013-01-06T15:33:35Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: expanded&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The wormhole device is a device that can be swapped for a Hyper-Mass Accelerator that allows you to create a pair of wormholes within range of the ship. This device can be equipped only on command-class dreadnoughts and stations.&lt;br /&gt;
&lt;br /&gt;
Range:- 200'000 GU (Dreadnought) : 300'000 GU (Station)&amp;lt;br&amp;gt;&lt;br /&gt;
Minimum range:- 2'000 GU&amp;lt;br&amp;gt;&lt;br /&gt;
Duration:- 60 seconds (Dreadnought) : 120 seconds (Station)&lt;br /&gt;
Maximum displacement of Destination Wormhole:- 2'000 GU (Dreadnought) : 3'000 GU (Station)&lt;br /&gt;
&lt;br /&gt;
Once created, the wormhole pair act as a pair of jumpgates, allowing for instant travel between the two wormholes. Planetary interdictor fields do not interfere with wormhole travel, whether the wormholes lie inside or across the field. The wormhole created is usable by all ships, making wormhole travel risky for lone ships.&lt;br /&gt;
&lt;br /&gt;
Default key for activating the WHD is [J], same as that for the standard Jump drive on other ships. The target of the WHD must be selected, and be within range, for using the device. When activated, one wormhole is created 50 GU from the ship's hitbox, in the direction the ship is facing. The destination wormhole is created at a random displacement from the target.&lt;br /&gt;
&lt;br /&gt;
Wormhole pairs fail to be created when either wormhole ends up inside a planet or a star's sphere.&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Gadgets&amp;diff=3016</id>
		<title>Gadgets</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Gadgets&amp;diff=3016"/>
		<updated>2013-01-06T14:54:06Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: added separate WHD link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''&amp;quot;There are literally hundreds of configurations on each ship. Each with its own special design and different systemic layout. Each one designed to turn your flying deathtrap into a slightly less suicidal metal box. Know them well.&amp;quot;&lt;br /&gt;
: -- Grand Admiral Shio Untoku, addressing his Ensign entourage shortly before giving the command to jump between Sirius 1 and Sirius A, with predictable results''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Gadgets''' are the universally accepted name for all onboard ship systems from Electronic Countermeasures to Anti-Matter engines. Without them your ship would possibly be a cruise liner with no radiation shielding and an easy target for a hungry [[Gaifen]].&lt;br /&gt;
&lt;br /&gt;
This section will list the different gadget classifications and the relevant links.&lt;br /&gt;
&lt;br /&gt;
==Engines==&lt;br /&gt;
&lt;br /&gt;
*[[Impulse Drives]]&lt;br /&gt;
*[[Faster-than-Light (FTL) Drives]]&lt;br /&gt;
*[[Wormhole Device]]&lt;br /&gt;
&lt;br /&gt;
==Specialist==&lt;br /&gt;
&lt;br /&gt;
*[[Electronic Warfare (EWAR)]]&lt;br /&gt;
*[[Utility]]&lt;br /&gt;
*[[Faction Special Gadgets]]&lt;br /&gt;
&lt;br /&gt;
==Defense==&lt;br /&gt;
&lt;br /&gt;
*[[Shields]]&lt;br /&gt;
*[[Armor]]&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Planets&amp;diff=3010</id>
		<title>Planets</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Planets&amp;diff=3010"/>
		<updated>2012-10-28T12:27:25Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: /* Planet Statistics */ home planet max allegiance is 11??&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Key components to Darkspace, planets are vital to strategic control as well as fueling the economy, making [[Ship|Ships]], mining [[Resource|Resources]],and many other tasks. Many are plain and bare some are fiery infernos, some might be paradises and some may be big balls of gas. Each planet can support 32 [[Infantry]] units and 32 [[Planetary Structures|Structures]], with the exception of the Home Planets, which can hold 40 units and structures. &lt;br /&gt;
&lt;br /&gt;
==Planet Statistics==&lt;br /&gt;
Each planet has a varying degree of colonization and industrialization possible, whose factors are given below :-&lt;br /&gt;
*Base Habitat refers to the amount of population a planet can support with no additional [[Planetary Structures#Dome|Dome]] structures.&lt;br /&gt;
&lt;br /&gt;
*Base Food Production refers to how much food is produced per tick without additional food producing structures. Food is used to maintain the population, and if the population exceeds the food production, a global starvation begins.&lt;br /&gt;
&lt;br /&gt;
*Resource Maximum refers to the highest number of Resource units the planet is capable of holding at one time. Resources are used to build structures and ships if the planet hosts a [[Planetary Structures#Shipyard|Shipyard]].&lt;br /&gt;
&lt;br /&gt;
*Structure Limit refers to the maximum number of structures that can be constructed on a planet. Most planet types support 32, with the exception being Infernos and Gas giants not being able to support any structures, and Home planets supporting 40.&lt;br /&gt;
&lt;br /&gt;
===Gas planets===&lt;br /&gt;
{{Planet|planetName=Gas|planetImage=Gas|type=Gas|alleglimit=0|structlimit=0|Inflimit=0|basehab=0|foodprod=0|rescap=0}}&lt;br /&gt;
&lt;br /&gt;
Gas Giants are huge planets with thick atmospheres of Hydrogen and Helium. These planets have no surface, and as such are uninhabitable, but many support moons that can be colonized.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
===Inferno planets===&lt;br /&gt;
{{Planet|planetName=Inferno|planetImage=Inferno|type=Inferno|alleglimit=0|structlimit=0|Inflimit=0|basehab=0|foodprod=0|rescap=0}}&lt;br /&gt;
&lt;br /&gt;
These are rocky planets that have an excess of volcanic activity, or are so close to their parent star that their surface is molten. Surface temperatures easily reach into the thousands of degrees. These planets are uncolonizable and unconquerable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Barren planets===&lt;br /&gt;
{{Planet|planetName=Barren|planetImage=Barren|type=Barren|alleglimit=3|structlimit=32|Inflimit=32|basehab=0|foodprod=0|rescap=100'000}}&lt;br /&gt;
These planets are lumps of rock floating in space. Uninhabitable without structures, these planets are often used as resource providers for the more livable planets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ice planets===&lt;br /&gt;
{{Planet|planetName=Ice|planetImage=Ice|type=Ice|alleglimit=5|structlimit=32|Inflimit=32|basehab=20|foodprod=30|rescap=200'000}}&lt;br /&gt;
&lt;br /&gt;
Frozen over ocean planets, these balls of ice give the hardest challenges for colonists, sporting subzero surface temperatures and constant snowstorms across much of the planet.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ocean planets===&lt;br /&gt;
{{Planet|planetName=Ocean|planetImage=Aqua|type=Ocean|alleglimit=8|structlimit=32|Inflimit=32|basehab=20|foodprod=60|rescap=300'000}}&lt;br /&gt;
&lt;br /&gt;
These planets are covered all over by miles deep ocean. No landmasses rise above the ocean save for occasional small islands and archipelagos. These planets are quite capable of supporting life, but have small base habitats due to the lack of usable land.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arid planets===&lt;br /&gt;
{{Planet|planetName=Arid|planetImage=Arid|type=Arid|alleglimit=5|structlimit=32|Inflimit=32|basehab=40|foodprod=10|rescap=400'000}}&lt;br /&gt;
&lt;br /&gt;
Desert planets, these have pole to pole deserts and are incredibly hard to live on. Only the hardest people live on these planet sized Saharas without environmentally controlled dome environments and mechanized food production.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Terran planets===&lt;br /&gt;
{{Planet|planetName=Terran|planetImage=Terran|type=Terran|alleglimit=10|structlimit=32|Inflimit=32|basehab=50|foodprod=50|rescap=600'000}}&lt;br /&gt;
&lt;br /&gt;
Gems in a sea of rocks, these are the planets most like Humanity's homeworld Earth. Reasonable surface temperatures and adequate water supplies make these the most habitable planets in the known systems. The comparable ease of life on these planets also lends to their ability to support more resources than the other planet types, and makes them attractive for hosting Shipyards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Home planets===&lt;br /&gt;
{{Planet|planetName=Home Planet|planetImage=Home|type=Home|alleglimit=11|structlimit=40|Inflimit=40|basehab=75|foodprod=75|rescap=1'000'000}}&lt;br /&gt;
&lt;br /&gt;
Home planets are the homeworlds of the 3 Factions in Darkspace. These planets, due to their positions as the capitals and economic centers of their respective civilizations, are able to support more structures and improvements than the average planet, supporting 40 over the normal 32.&lt;br /&gt;
&lt;br /&gt;
Earth - Homeworld for the [[UGTO]] and for humanity in general. Third planet of the Sol system.&lt;br /&gt;
&lt;br /&gt;
Exathra - Homeworld for the [[ICC]], proclaimed the capital after the ICC sucession from UGTO control. Fourth planet of the CD+36*15693 system.&lt;br /&gt;
&lt;br /&gt;
Sag Hothha - Homeworld for the [[K'Luth]] species. According to K'Luth historical archives, it is actually the second K'Luth homeworld, after the destruction of the first at the hands of a mysterious machine based race, believed by many to be the [[MI]]. Moon of the 6th planet in the Sirius A system.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Allegiance==&lt;br /&gt;
Allegiance is a new mechanism in Darkspace which improves the characteristics of a planets.&lt;br /&gt;
&lt;br /&gt;
Allegiance is increased by maintaining governance of a single faction on a planet for a period of time. Time periods for each level are :-&lt;br /&gt;
:Level 1 - 4 hours&lt;br /&gt;
:Level 2 - 12 hours - 8 hours after Level 1&lt;br /&gt;
:Level 3 - 28 hours (1 day 4 hours)- 16 hours after Level 2&lt;br /&gt;
:Level 4 - 60 hours (2 days 12 hours) - 32 hours after Level 3&lt;br /&gt;
:Level 5 - 124 hours (5 days 4 hours) - 64 hours after Level 4&lt;br /&gt;
:Level 6 - 252 hours (10 days 12 hours) - 128 hours after Level 5&lt;br /&gt;
:Level 7 - 508 hours (21 days 4 hours) - 256 hours after Level 6&lt;br /&gt;
:Level 8 - 1020 hours (42 days 12 hours) - 512 hours after Level 7&lt;br /&gt;
:Level 9 - 2044 hours (85 days 4 hours) - 1024 hours after Level 8&lt;br /&gt;
:Level 10 - 4092 hours (170 days 12 hours) - 2048 hours after Level 9&lt;br /&gt;
&lt;br /&gt;
For every level of allegiance, a planet gains :-&lt;br /&gt;
:*10% to control.&lt;br /&gt;
:*10% to friendly infantry control boost.&lt;br /&gt;
:*10% to defence structure damage.&lt;br /&gt;
:*10% to resource production.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- needed - complete list of things improved/affected by allegiance&lt;br /&gt;
-theres a max limit on allegiance that a planet can have which depends on planet type - barren, terran, home. FIND THEM LIMITZ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Planetary Events==&lt;br /&gt;
Every 5 minutes, a planetary event can take place on a planet. Any of seven following events can occur:-&lt;br /&gt;
:*Plague&lt;br /&gt;
:*Revolution&lt;br /&gt;
:*Mining Find&lt;br /&gt;
:*Economic Boom&lt;br /&gt;
:*Global Recession&lt;br /&gt;
:*Worker Strike&lt;br /&gt;
:*Smugglers&lt;br /&gt;
&lt;br /&gt;
===Revolution===&lt;br /&gt;
Revolution is an event that may occur when the morale of a planet is &amp;quot;Low&amp;quot;. It has a random chance of occurrence, and may subside without negative impacts or result in a decrease in allegiance.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with &amp;quot;okay&amp;quot; morale (0.6 on a scale of 0 to 1. High is considered .95 or higher) and we have hit the random event to have a revolution.&lt;br /&gt;
&lt;br /&gt;
First the game checks to see if we have a revolution happening already. If we do, we'll discuss that later. Let's assume we don't. A roll is made between zero and 99. The chance of revolution is:-&lt;br /&gt;
 Random(0, 99) &amp;gt; [(Morale * 100) + 40] (including both zero and 99, so 100 numbers).&lt;br /&gt;
That means that at &amp;quot;Okay&amp;quot; morale, there would never be a chance of a revolution, because (0.6 * 100) + 40 is greater than 99 at all times. Only when you have &amp;quot;low&amp;quot; morale (0.59 morale or less) are you at risk for a revolution.&lt;br /&gt;
&lt;br /&gt;
Now, let's assume there is a revolution event active, and you hit another revolution event!&lt;br /&gt;
The game then does the following: Make another roll.&lt;br /&gt;
 Random(0,99) &amp;gt; [(Morale * 100) + 50]&lt;br /&gt;
If that roll is higher than (morale * 100) + 50, then it checks the allegiance level. If the allegiance is at zero, the planet revolts to neutral control. If it is higher than zero, it reduces the allegiance level by 1 and reduces the allegiance progress to zero.&lt;br /&gt;
&lt;br /&gt;
If the roll wasn't higher then 25, the planet drops out of revolution state.&lt;br /&gt;
===Mining Find===&lt;br /&gt;
Mining Find is an event that affects the resource mining output of a planet. If there is a Mining find event on a planet, then the mining output of that planet is multiplied by 4 for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine.&lt;br /&gt;
 Mining output = Sum of Mining of each structure&lt;br /&gt;
= 5 + (5 * 2) + 9 = 24&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Mining Find event on this planet, the net mining output becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * 4 = 96&lt;br /&gt;
&lt;br /&gt;
===Economic Boom===&lt;br /&gt;
Economic Boom is an event that affects the resource production level of a planet. If there is a Boom event on a planet, the production level of that planet is multiplied by 2 for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have a Factory on the planet.&lt;br /&gt;
 Production level = Sum of production of each structure on planet&lt;br /&gt;
= 1 + 1 = 2&lt;br /&gt;
There are only 2 types of structures (Colony hub and Factory) in-game which give 1 Production each. So Production level can also be calculated as the number of these structures present on a planet.&lt;br /&gt;
&lt;br /&gt;
 Resource output = Net Mining output * Net Production level&lt;br /&gt;
= 24 * (1 + 1) = 48 Resources per 10 seconds&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Boom event on this planet, the net resource production becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * (2 * 2) = 96 Resources per 10 seconds&lt;br /&gt;
 &lt;br /&gt;
===Worker Strike===&lt;br /&gt;
Worker Strike is an event that affects the resource mining output of a planet. If there is a Strike event on a planet, then the mining output of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 2 Deep Core mines.&lt;br /&gt;
 Mining output = Sum of Mining of each structure&lt;br /&gt;
= 5 + (5 * 2) + (9 * 2) = 33&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Strike event on this planet, the net mining output becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
33 ÷ 2 = 16 (rounded down from 16.5)&lt;br /&gt;
&lt;br /&gt;
===Smugglers===&lt;br /&gt;
Smugglers is an event that affects the resource production level of a planet. If there is a Smugglers event on a planet, the production level of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have 2 Factories on the planet.&lt;br /&gt;
 Production level = Sum of production of each structure on planet&lt;br /&gt;
= 1 + (1 + 1) = 3&lt;br /&gt;
&lt;br /&gt;
 Resource output = Net Mining output * Net Production level&lt;br /&gt;
= 24 * 3 = 72 Resources per 10 seconds&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Smugglers event on this planet, the net resource production becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * (3 ÷ 2) = 24 * 1 (rounded down from 1.5) = 24&lt;br /&gt;
&lt;br /&gt;
*It is worth noting, that if a Planet's net production level is 1 and the planet has a Smuggler event ongoing, then there will be no resources produced.&amp;lt;br&amp;gt;&lt;br /&gt;
Let us assume we have a planet with X mining output, and a net production level of 1. A Smuggler event is also active.&lt;br /&gt;
Resource output = X * (1 ÷ 2) = X * (0.5) = X * 0 (rounded down from 0.5) = 0&lt;br /&gt;
&lt;br /&gt;
Engineers are advised to keep such scenarios in mind when building planets.&lt;br /&gt;
&lt;br /&gt;
==Test Planet==&lt;br /&gt;
&lt;br /&gt;
{{Planet|planetName=Slinki|planetImage=Testplanet|type=Barren|structlimit=40|Inflimit=40|basehab=10|foodprod=100|rescap=60}}&lt;br /&gt;
&lt;br /&gt;
The planet Slinki is a barren, horrible wasteland, but with a very tiny patch of grass where a few slinki's frolick and enjoy life.&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Scout&amp;diff=3008</id>
		<title>Scout</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Scout&amp;diff=3008"/>
		<updated>2012-10-24T07:28:20Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: /* ST-1 Covert Ops Scout */ example edit for ship template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Scouts are the smallest starships that players can pilot in Darkspace, and are the only combat oriented ships available to midshipmen.&lt;br /&gt;
&lt;br /&gt;
Scouts are also known as corvettes. Technically, Corvettes are scouts that are geared towards more direct warfare (shooting the enemy), however as time and conflict has progressed the two terms have become almost interchangeable.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==UGTO==&lt;br /&gt;
&lt;br /&gt;
===ST-1 Covert Ops Scout===&lt;br /&gt;
{{ship|name=Covert Ops Scout|faction=UGTO|rank=Midshipman|class=Scout|badge=None|laser=1x Standard Chemical Laser|weapon=2x Particle Cannon|gadget=4x ECM, Scanner, Beacon|resource=0|mass=1|turnrate=40|radius=1.0}}&lt;br /&gt;
Role: ''Recon''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 1 Standard chemical laser and 2 Particle cannons.&lt;br /&gt;
*Gadgets: 4 ECM devices, a Scanner and a Beacon launcher.&lt;br /&gt;
*Defenses: 4 Standard armor plates.&lt;br /&gt;
*Rank Requirement: Midshipman.&lt;br /&gt;
*Badges required: None.&lt;br /&gt;
&lt;br /&gt;
The Covert Ops Scout is capable of light skirmishing and beacon deployment while remaining under the shroud of it's quad ECM emitters. This stealth can be easily broken by planet sensors and minimal ship ECCM, however.&lt;br /&gt;
&lt;br /&gt;
===ST-2 Assault Corvette=== &lt;br /&gt;
&lt;br /&gt;
Role: ''Assault''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 1 Standard chemical laser, 2 Heavy particle cannons, and 2 Proton torpedo launchers.&lt;br /&gt;
*Gadgets: None.&lt;br /&gt;
*Defenses: 4 Standard armor plates.&lt;br /&gt;
*Rank Requirement: Midshipman.&lt;br /&gt;
*Badges required: None.&lt;br /&gt;
&lt;br /&gt;
The Assault Corvette excels at fighting larger combat vessels such as frigates and destroyers. Between its small size, high speed, and well-rounded armament, the damage dealt will be a highly one-sided affair.&lt;br /&gt;
&lt;br /&gt;
===ST-4 Blockade Corvette ===&lt;br /&gt;
&lt;br /&gt;
Role: ''Minelayer''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 1 EMP mine launcher and 1 Standard chemical laser.&lt;br /&gt;
*Gadgets: 2 ECM devices and a Scanner.&lt;br /&gt;
*Defenses: 4 Standard armor plates.&lt;br /&gt;
*Rank Requirement: Midshipman.&lt;br /&gt;
*Badges required: None.&lt;br /&gt;
&lt;br /&gt;
Blockade Corvettes can lay EMP mine traps that will disable internal systems once shields and armor have fallen. One possible technique is to lay dense mine traps along heavily used jump routes, well out of range of enemy sensors. A more likely tactic, however, is swerving in front of an enemy Dreadnought while it is being damaged by friendly dreadnoughts.&lt;br /&gt;
&lt;br /&gt;
===ST-5 Bomber Corvette ===&lt;br /&gt;
&lt;br /&gt;
Role: ''Bomber''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 1 Standard chemical laser and 1 MiRV bomb launcher.&lt;br /&gt;
*Gadgets: 1 ECM device and a Scanner.&lt;br /&gt;
*Defenses: 4 Standard armor plates.&lt;br /&gt;
*Rank Requirement: Midshipman.&lt;br /&gt;
*Badges required: None.&lt;br /&gt;
&lt;br /&gt;
Bomber Corvettes are useful in the routine bombing of unguarded planets, primarily for clearing off enemy troops. Because scouts are so fuel efficient, one could jump directly into the distant enemy back sectors while remaining undetected. However, it is rendered essentially obsolete by the Bomber Frigate.&lt;br /&gt;
&lt;br /&gt;
==ICC==&lt;br /&gt;
&lt;br /&gt;
===M-24S Recon Scout===&lt;br /&gt;
&lt;br /&gt;
The M-24S Recon is the purest descendant of the original M-20 series. The early M-10 corvettes were considerably larger and heavier than their modern counterparts and a smaller, faster ship was need for forward reconnaissance--thus the M-20 was born. As the role of corvettes changed into smaller, faster attack ships the M-10 series was eventually retired and M-20 variants were designed to fill combat roles. The lead class of the series is still the Recon Scout, equipped with stealth systems and long-range scanners for covert surveillance of enemy forces.&lt;br /&gt;
&lt;br /&gt;
Role: ''Recon''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 1 Pulse beam and 1 Railgun.&lt;br /&gt;
*Gadgets: 4 ECM devices, a Scanner and a Beacon launcher.&lt;br /&gt;
*Defenses: 4 Active shields.&lt;br /&gt;
*Rank Requirement: Midshipman.&lt;br /&gt;
*Badges required: None.&lt;br /&gt;
&lt;br /&gt;
===M-27A Stealth Corvette=== &lt;br /&gt;
&lt;br /&gt;
The M-27A Stealth Corvette is one of the newest innovations of the Confederate Navy. It carries a sophisticated ECM array to help it avoid detection and five torpedo launchers to rapidly dish out death and destruction. Si far it has been used to great success in attacking UGTO logistical targets--their transports, engineering and supply ships--rather than their front-line forces. On a few occasions, large squadrons have brought down battle-damaged Dreadnoughts--but not without casualties.&lt;br /&gt;
&lt;br /&gt;
Role: ''Assault''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 1 Chemical Beam Laser, and 5 Fusion Torpedo Launchers.&lt;br /&gt;
*Gadgets: 3 ECM devices.&lt;br /&gt;
*Defenses: 4 Active shields.&lt;br /&gt;
*Rank Requirement: Midshipman.&lt;br /&gt;
*Badges required: None.&lt;br /&gt;
&lt;br /&gt;
===M-25A Sensor Corvette===&lt;br /&gt;
&lt;br /&gt;
The M-25A is a highly mobile light attack ship employed both by the Confederate Navy and many local police forces. It is among the most heavily-armed ships of its size in known space, and carries a well-earned reputation for lethality. Many a pirate or privateer has tried to meet this little buzzsaw head-on and not lived long enough to regret it. It also carries a modest electronic warfare suite, to help it locate and identify its targets.&lt;br /&gt;
&lt;br /&gt;
Role: ''Gunboat''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 1 Chemical beam laser, 1 Railgun, 2 Heavy railguns, and 1 Fusion torpedo launcher. &lt;br /&gt;
*Gadgets: 2 ECCM devices.&lt;br /&gt;
*Defenses: 4 Active shields.&lt;br /&gt;
*Rank Requirement: Midshipman.&lt;br /&gt;
*Badges required: None.&lt;br /&gt;
&lt;br /&gt;
===M-24B Bomber Corvette ===&lt;br /&gt;
&lt;br /&gt;
The M-24B is a light orbit-to-surface bomber. While its limited payload makes it ineffective against a target with even minimal defenses, its high mobility allows it to reach trouble spots rapidly. Rather than attacking enemy planets, this ship is far more often called on to take out UGTO troops that have landed on outlying colonies which will be otherwise unable to repel them. A well-developed network of rapid response bases puts these nimble little bombers within a few minutes' response time from any potential target. In many cases, the response is so rapid that enemy forces are dispatched before allied troops ever catch sight of them.&lt;br /&gt;
&lt;br /&gt;
Role: ''Bomber''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 1 Chemical beam laser and 1 MiRV bomb launcher.&lt;br /&gt;
*Gadgets: 1 ECM device and a Scanner.&lt;br /&gt;
*Defenses: 4 Active shields.&lt;br /&gt;
*Rank Requirement: Midshipman.&lt;br /&gt;
*Badges required: None.&lt;br /&gt;
&lt;br /&gt;
Bomber Corvettes are useful in the routine bombing of unguarded planets, primarily for clearing off enemy troops. Because scouts are so fuel efficient, one could jump directly into the distant enemy back sectors while remaining undetected. However, it is rendered essentially obsolete by the Bomber Frigate.&lt;br /&gt;
&lt;br /&gt;
==K'luth==&lt;br /&gt;
&lt;br /&gt;
===Fang=== &lt;br /&gt;
&lt;br /&gt;
Role: ''Recon/Assault''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 2 Disruptors and 5 AM torpedo launchers.&lt;br /&gt;
*Gadgets: 1 ECM device, a Beacon launcher and a Cloaking Device.&lt;br /&gt;
*Defenses: 3 Organic armor plates.&lt;br /&gt;
*Rank Requirement: Midshipman.&lt;br /&gt;
*Badges required: None.&lt;br /&gt;
&lt;br /&gt;
===Talon===&lt;br /&gt;
&lt;br /&gt;
Role: ''Gunboat''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 1 Disruptor, 1 Psionic cannon, and 2 Heavy psionic cannons.&lt;br /&gt;
*Gadgets: 1 ECM device.&lt;br /&gt;
*Defenses: 3 Organic armor plates.&lt;br /&gt;
*Rank Requirement: Midshipman.&lt;br /&gt;
*Badges required: None.&lt;br /&gt;
&lt;br /&gt;
===Extruder===&lt;br /&gt;
&lt;br /&gt;
Role: ''Bomber''&lt;br /&gt;
&lt;br /&gt;
*Weapons: 1 Disruptor and 1 Bio bomb launcher.&lt;br /&gt;
*Gadgets: 1 ECM device and a Scanner.&lt;br /&gt;
*Defenses: 3 Organic armor plates.&lt;br /&gt;
*Rank Requirement: Midshipman.&lt;br /&gt;
*Badges required: None.&lt;br /&gt;
&lt;br /&gt;
==Pirates==&lt;br /&gt;
&lt;br /&gt;
===C-55 Type A &amp;quot;Ray&amp;quot; Scout===&lt;br /&gt;
&lt;br /&gt;
Role: ''Scout/Recon''&lt;br /&gt;
&lt;br /&gt;
Weapons: Unknown&lt;br /&gt;
&lt;br /&gt;
===C-55 Type B &amp;quot;Stingray&amp;quot; Scout===&lt;br /&gt;
&lt;br /&gt;
Role: ''Gunboat''&lt;br /&gt;
&lt;br /&gt;
Weapons: Unknown&lt;br /&gt;
&lt;br /&gt;
===C-55 Type C &amp;quot;Mantaray&amp;quot; Scout===&lt;br /&gt;
&lt;br /&gt;
Role: ''Bomber''&lt;br /&gt;
&lt;br /&gt;
Weapons: Unknown&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Template:Ship&amp;diff=3007</id>
		<title>Template:Ship</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Template:Ship&amp;diff=3007"/>
		<updated>2012-10-24T07:22:18Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: oversized template for them ships&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:left;width:335px;text-align:justified;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|[[image:{{{image}}}.jpg|300px]]&lt;br /&gt;
|-&lt;br /&gt;
|'''{{{faction}}}''' {{{rank}}} {{{class}}}&lt;br /&gt;
|-&lt;br /&gt;
|Requirements: || {{{badge}}}&lt;br /&gt;
|-&lt;br /&gt;
|Lasers: || {{{beam}}}&lt;br /&gt;
|-&lt;br /&gt;
|Weapons: || {{{weapon}}}&lt;br /&gt;
|-&lt;br /&gt;
|Devices: || {{{gadget}}}&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cost: || {{{resource}}}&lt;br /&gt;
|-&lt;br /&gt;
|Ship Mass: || {{{mass}}}&lt;br /&gt;
|-&lt;br /&gt;
|Base Turning Rate: || {{{turnrate}}} Degree/s&lt;br /&gt;
|-&lt;br /&gt;
|Hull Radial: || {{{radius}}} GU&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Template:Missile&amp;diff=2887</id>
		<title>Template:Missile</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Template:Missile&amp;diff=2887"/>
		<updated>2012-10-08T10:48:28Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: detailed template for showing missile data&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:285px;text-align:justified;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|[[image:{{{image}}}.jpg|225px]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction: || {{{faction}}}&lt;br /&gt;
|-&lt;br /&gt;
|Missile Type: || Tier {{{tier}}}&lt;br /&gt;
|-&lt;br /&gt;
|Damage: || {{{damage}}}&lt;br /&gt;
|-&lt;br /&gt;
|Range: || {{{min}}} GU - {{{max}}} GU&lt;br /&gt;
|-&lt;br /&gt;
|Splash Damage: || {{{blastdmg}}}&lt;br /&gt;
|-&lt;br /&gt;
|Splash Radius: || {{{radius}}} GU&lt;br /&gt;
|-&lt;br /&gt;
|Velocity: || {{{speed}}} GU/s&lt;br /&gt;
|-&lt;br /&gt;
|Turning Rate: || {{{turnrate}}} Degrees/s&lt;br /&gt;
|-&lt;br /&gt;
|Ammunition: || {{{ammo}}} missiles&lt;br /&gt;
|-&lt;br /&gt;
|Recharge Energy: || {{{energy}}} Units&lt;br /&gt;
|-&lt;br /&gt;
|Recharge Rate: || {{{drain}}} Units/s&lt;br /&gt;
|-&lt;br /&gt;
|Technology Level: || {{{tech}}} Technology&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cost: || {{{resource}}} Resources&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Missiles&amp;diff=2886</id>
		<title>Missiles</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Missiles&amp;diff=2886"/>
		<updated>2012-10-08T10:30:52Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: replaced generic weapons template with missile template&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
''&amp;quot;Well, you kind of have to admire their tenacity.&amp;quot;&lt;br /&gt;
: - 1st Lieutenant Gira Banks, on spending minutes attempting to evade a swarm of Ion Tracker missiles in a scout''&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Once humanity discovered the benefits of sticking some fins on a rocket-propelled cylinder, little was it realized at that point what an incredibly devastating weapon it would prove to be long after they traveled to the stars.&lt;br /&gt;
&lt;br /&gt;
Missiles are a long range weapon, used by dedicated missile ships to support direct combat ships in battle by raining fire from afar. They have a wide area of effect detonation and are well guided, although smaller ships have less trouble than bigger ones.&lt;br /&gt;
&lt;br /&gt;
Although powerful, most ships can't hold a very large amount and are expensive energy wise to maintain firing for a long period of time. as such, the ships they are on tend to be vulnerable to close range attacks as missiles have a minimum firing and detonation range.&lt;br /&gt;
&lt;br /&gt;
==Missiles==&lt;br /&gt;
&lt;br /&gt;
Missiles come in three tiers, Tier 1 being the smallest, T2 medium, and T3 missiles the largest. They scale in power and range, and are typically found on ships dedicated to their use due to their high energy costs.&lt;br /&gt;
&lt;br /&gt;
===Sabot rocket===&lt;br /&gt;
&lt;br /&gt;
{{Missile}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Raptor Missile===&lt;br /&gt;
&lt;br /&gt;
{{Missile}}&lt;br /&gt;
&lt;br /&gt;
While attempting to recreate the success of the Anti-Radar missile, it proved an impossible task to mask a higher payload on a Tier-2 missile. Undaunted, independent manufacturers settled on a high payload missile that was just as accurate, and the Raptor was born.&lt;br /&gt;
&lt;br /&gt;
First overlooked by UGTO captains in favor of the more devastating Phoenix missiles, the Raptor proved to be a valuable asset for their ships when one adventuresome captain decided to outfit a missile cruiser with Raptor class missiles. Undaunted by the jesting of such a weak choice, this captain successfully defended against a squadron of Heavy Cruisers that the Phoenix missiles has trouble reaching. The superior maneuverability and speed of Raptor missiles proves time and again to the surprise of many to be an effective counter to smaller capital ships, and with its heavy payload far outstripping its Tier 1 counterparts, manages to repeatedly proves its worth as an anti-picket weapon.&lt;br /&gt;
&lt;br /&gt;
This T2 missile has the lowest range of all T2 missiles and the lowest damage, but makes up for it with its massive advantages in speed, accuracy, energy management, and ammo capacity.&lt;br /&gt;
&lt;br /&gt;
This weapon is ammo based, and can be switched out for the Ion Tracker missile (200 resources, 45 technology) or the Phoenix missile (225 resources, 50 technology). It can be found on all allied worlds, and is available to both human factions.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ion Tracking Missile ===&lt;br /&gt;
&lt;br /&gt;
{{Missile}}&lt;br /&gt;
After the success of the Anti-Radar missile, independent manufacturers eventually released a more powerful version intended for Destroyer and Cruiser class ships. Dubbed by both human factions as Tier 2 missiles, the Ion Tracker missile was the first of these. Named after its homing mechanism in which it targeted the ion trail left by ships engines, the IT missile has been an old standby missile for countless years. Due to how quickly and easily they are both built and deployed, large amounts of these missiles were fielded by ICC in particular, who needed a less expensive approach to fighting capital ships. The inexpensive IT missile is what began the ICC's eventual shift towards larger and more powerful missile boats. &lt;br /&gt;
&lt;br /&gt;
Featuring an excellent balance of power, maneuverability, and range, the IT missile is a powerful warhead to be deployed against both medium capital ships and ever feared Dreadnoughts. While not as maneuverable as its Tier 1 counterparts, it still manages to hit home time and again against foolish ships that stray too far from a picket escort.&lt;br /&gt;
&lt;br /&gt;
This weapon is ammo based, and can be switched out for the Phoenix missile (225 resources, 50 technology) or the Raptor missile (175 resources, 45 technology). It is available on allied worlds and to both human factions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Phoenix Missile===&lt;br /&gt;
&lt;br /&gt;
{{Missile}}&lt;br /&gt;
&lt;br /&gt;
With the success of two new Interceptor-class missiles, the same independent manufacturers began designs on improving the Ion-Tracker missile as well, and before long, the first to be released and sold to both factions was named the Phoenix missile.&lt;br /&gt;
&lt;br /&gt;
Being the most powerful medium missile to ever be fielded by UGTO or ICC, capital ships initially didn't have the armor or hull capability to withstand more than a few salvos before being forced to retreat, and the brilliant glow of the missile's high powered nuclear explosions gave credence to its namesake. Being able to drill directly into then feeble armor plates allowed its tremendous amount of force to nearly obliterate any armor with little effort. It wouldn't be long however before the armoring was improved, and while not as powerful as before, they still deal an incredible amount of damage, and over an area.&lt;br /&gt;
&lt;br /&gt;
These missiles feature the greatest range and damage of all T2 missiles, but suffer from extreme energy requirements as well and poor maneuverability and lower ammo capacity. Use wisely against larger targets, as they are easily shot down by picket ships.&lt;br /&gt;
&lt;br /&gt;
This weapon is ammo based, and can be switched out for the Raptor missile (175 resources, 45 technology) or the Ion Tracker missile (200 resources, 45 technology). It is available to both human factions on allied worlds.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Peregrine missiles===&lt;br /&gt;
&lt;br /&gt;
{{Missile}}&lt;br /&gt;
The second of the first new Interceptor-class missiles that were sold to both human factions, the Peregrine missile is the definitive missile for a balance of speed, range, and power. It is useful equally well both against both large and small capital ships, providing a tremendous amount of damage with a favorable amount of range and maneuverability. These traits combined make an excellent anti-Cruiser weapon, though Frigate captains are advised to not draw their attention, as Cruisers are notorious for being devastating against smaller picket ships. &lt;br /&gt;
&lt;br /&gt;
This weapon is ammo based, and can replace bother the Anti-Radar Missile (88 resources, 0 tech) and the Sparrow Missile (110 resources, 10 tech), at any available allied world. It is available to both human factions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Anti-Radar Missile ===&lt;br /&gt;
&lt;br /&gt;
{{Missile}}&lt;br /&gt;
During the Stellar Conflicts, there were always weapons that people would sell to the highest bidder.&lt;br /&gt;
&lt;br /&gt;
And thus, the first of these weapons, the Interceptor-class Anti-Radar missile, was procured. Sold eventually and still regularly to both human factions, the Anti-Radar missile is an old favorite of Frigate captains and an old enemy to enemy destroyers. Speedy, lightweight, and incredibly hard to detect, this low-payload missile is hard to shoot down and even harder to dodge, making it the bane of Destroyer captains everywhere.&lt;br /&gt;
&lt;br /&gt;
Even though it's payload is considered the lowest of all the missiles, this is merely in comparison - it's still an extremely powerful shaped charge that has claimed more than one over-confident pilot. This Interceptor-class missile has the lowest range of all the missiles, but it's also the least energy demanding. Like all the missiles, it is fired in an arc designed to avoid nearby friendly targets.&lt;br /&gt;
&lt;br /&gt;
This missile is ammo based, and can be switched with both the Peregrine missile (100 resources, 0 tech) or the Sparrow missile (110 resources, 10 tech.) It is available to both human factions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Sparrow Missile===&lt;br /&gt;
&lt;br /&gt;
{{Missile}}&lt;br /&gt;
&lt;br /&gt;
From the same independent manufacturer that developed the original Anti-Radar missiles, the Sparrow was the name of the first of many new missile designs that were sold to both human factions.&lt;br /&gt;
&lt;br /&gt;
The Sparrow missile belongs to the Interceptor class of missiles, and is used by Frigates as an anti-capital ship weapon. Featuring the heaviest payload of all the Interceptor class of missiles, this weapon also comes with the farthest range. Designed to punch straight through armor, the area damage of this weapon isn't nearly as noticeable as it is with the larger missiles available, but its still noticeable enough to cause extreme damage.&lt;br /&gt;
&lt;br /&gt;
Fitted mostly on stealthier ships, the missile fires in an arc, designed to be fired around ships and other objects. At a cost of its heavy payload however, it is the least maneuverable of the Interceptor-class missiles.&lt;br /&gt;
&lt;br /&gt;
This weapon is ammo based, and can replace both the Anti-Radar Missile (88 resources, 0 tech) and the Peregrine Missile (100 resources, 0 tech), at any available allied world. It is available to both human factions.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Linear Drive Missile===&lt;br /&gt;
&lt;br /&gt;
{{Missile}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Proton Cruise Missile===&lt;br /&gt;
&lt;br /&gt;
{{Missile}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Harpex Missile===&lt;br /&gt;
&lt;br /&gt;
{{Missile}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Main_Page&amp;diff=2885</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Main_Page&amp;diff=2885"/>
		<updated>2012-10-08T10:23:13Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: replaced the only link to /*war_room*/ with a new project page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Darkspace Wiki.''' - ''The wiki where infinity has just begun''&lt;br /&gt;
&lt;br /&gt;
* This WIKI uses the same username &amp;amp; password as your DarkSpace account. Please remove any spaces or special characters (_,[,],^,?,*,{,},-) from your username when logging into this WIKI.&lt;br /&gt;
* The MAIN purpose of this website is to allow the players to contribute tips &amp;amp; techniques when it comes to playing DarkSpace. Everyone is invited to contribute to this WIKI.&lt;br /&gt;
* You can go back to the main site by clicking on this link http://www.darkspace.net&lt;br /&gt;
&lt;br /&gt;
==Important Links==&lt;br /&gt;
[[Quickstarter]] - Attention new recruits! This guide will help you take your first steps into the infinity.&lt;br /&gt;
&lt;br /&gt;
[[Manual]] - Everything and anything about the game, and then some. &lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - Frequently Asked Questions, in case you didn't know.&lt;br /&gt;
&lt;br /&gt;
[[History Galactica]] - The in-universe history of Darkspace's universe.&lt;br /&gt;
&lt;br /&gt;
[[DarkSpace Database]] - A guide to ships, systems, planets, buildings and everything else in the darkspace universe.&lt;br /&gt;
&lt;br /&gt;
[[Contacts]] - Find people, references and details.&lt;br /&gt;
&lt;br /&gt;
==Wiki Rules==&lt;br /&gt;
* '''The Darkspace [[http://www.darkspace.net//index.htm?module=document.php&amp;amp;doc_id=2 Rules of Conduct]] apply, so any abuse is liable to result in loss of wiki privileges AND a ban from the game.'''&lt;br /&gt;
* Please include your player ID on your talk page.&lt;br /&gt;
* Use talk pages to discuss changes.&lt;br /&gt;
* Sign your comments on talk pages (Three tildes gives your user name, four includes a time stamp).&lt;br /&gt;
&lt;br /&gt;
== Useful stuff ==&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Editing Basic Guide] on wiki formatting.&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Helpers&amp;diff=2884</id>
		<title>Helpers</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Helpers&amp;diff=2884"/>
		<updated>2012-10-08T10:18:39Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: /* Members */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Helpers are real and experienced DarkSpace players who have committed themselves to helping new players out.&lt;br /&gt;
&lt;br /&gt;
==Significance==&lt;br /&gt;
Every year, thousands of people sign up onto DarkSpace to be a part of the game and the community. Players from previous years have come together for a common cause - to help new players understand the game, tackle their way through common bugs, provide advice and information of the game and the community, and act as counsel in case of trouble - whether ingame, or in real life.&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
The following players have agreed to act as Helpers for the newbies.&lt;br /&gt;
Updated by [[User:MikeParadox|MikeParadox]] 05:18, 8 October 2012 (CDT)&amp;lt;br&amp;gt;&lt;br /&gt;
''Letters within brackets indicate Fleet tag of the players, if they are in a fleet, and the numbers after @ indicate player ID.''&lt;br /&gt;
&lt;br /&gt;
*[-V-]Mylith @222120&lt;br /&gt;
*[PB]Scorched Soul @122827&lt;br /&gt;
*PokeYourWaffle @211436&lt;br /&gt;
*[FS]Fatal Brutality @185977&lt;br /&gt;
*Zero28 @134379&lt;br /&gt;
*[-GTN-]Doran @74648&lt;br /&gt;
*[:AoD:]clamup @183020&lt;br /&gt;
*-domedi- @207510&lt;br /&gt;
*[:AoD:]|xTc|-ExisT @200125&lt;br /&gt;
*[TK]Ryiah Toxic @201549&lt;br /&gt;
*[:AoD:]-(kha-ti the silent watcher)- @224196&lt;br /&gt;
*[:AoD:]Died~2000~Deaths @198035&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Helpers&amp;diff=2880</id>
		<title>Helpers</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Helpers&amp;diff=2880"/>
		<updated>2012-10-06T15:15:31Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Helpers are real and experienced DarkSpace players who have committed themselves to helping new players out.&lt;br /&gt;
&lt;br /&gt;
==Significance==&lt;br /&gt;
Every year, thousands of people sign up onto DarkSpace to be a part of the game and the community. Players from previous years have come together for a common cause - to help new players understand the game, tackle their way through common bugs, provide advice and information of the game and the community, and act as counsel in case of trouble - whether ingame, or in real life.&lt;br /&gt;
&lt;br /&gt;
==Members==&lt;br /&gt;
The following players have agreed to act as Helpers for the newbies.&lt;br /&gt;
Updated by [[User:MikeParadox|MikeParadox]] 10:15, 6 October 2012 (CDT)&amp;lt;br&amp;gt;&lt;br /&gt;
''Letters within brackets indicate Fleet tag of the players, if they are in a fleet, and the numbers after @ indicate player ID.''&lt;br /&gt;
&lt;br /&gt;
*[-V-]Mylith @222120&lt;br /&gt;
*[PB]Scorched Soul @122827&lt;br /&gt;
*PokeYourWaffle @211436&lt;br /&gt;
*[FS]Fatal Brutality @185977&lt;br /&gt;
*Zero28 @134379&lt;br /&gt;
*[-GTN-]Doran @74648&lt;br /&gt;
*[:AoD:]clamup @183020&lt;br /&gt;
*-domedi- @207510&lt;br /&gt;
*[:AoD:]|xTc|-ExisT @200125&lt;br /&gt;
*[TK]Ryiah Toxic @201549&lt;br /&gt;
*[:AoD:]-(kha-ta the silent watcher)- @224196&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Talk:Credits&amp;diff=2879</id>
		<title>Talk:Credits</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Talk:Credits&amp;diff=2879"/>
		<updated>2012-10-01T11:32:34Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;needed stuff -&lt;br /&gt;
*how does subscription work at present&lt;br /&gt;
*screenshots of buying, subscribing, transferring, coupon redeeming (fakes are OK, dont upload real info)&lt;br /&gt;
*what else do credits do&lt;br /&gt;
*enhancement purchasing - the game's Buy window (text, information, enh durability, removing cost, unique enh, screenshots).&lt;br /&gt;
&lt;br /&gt;
get to it people&lt;br /&gt;
[[User:MikeParadox|MikeParadox]] 06:32, 1 October 2012 (CDT)&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Credits&amp;diff=2878</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Credits&amp;diff=2878"/>
		<updated>2012-10-01T11:29:28Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Credits are the in-game currency of DarkSpace. Using them, players can purchase various enhancements and consumables to give their ships an edge in battle and boosted performance.&lt;br /&gt;
&lt;br /&gt;
==On Offer==&lt;br /&gt;
As of v1.691, credits can be spent on :-&lt;br /&gt;
&lt;br /&gt;
:*Ship enhancements - These enhancements alter the performance of a ship in one or more ways.&lt;br /&gt;
:*Ship consumables - These items provide an instant effect and refill a vital resource pool (Energy or Jump drive fuel).&lt;br /&gt;
:*Ally ship consumables - These items, on use, spawn a random ship which will follow and support the player. They can be ordered to do specific tasks.&lt;br /&gt;
:*Fleet bank deposit - Players can donate credits to their Fleet's bank. When the bank has accumulated a certain amount of credits, the fleet's level will increase and new facilities will be available to the Fleet admins and members.&lt;br /&gt;
&lt;br /&gt;
==Getting Credits==&lt;br /&gt;
There are multiple ways to get credits.&lt;br /&gt;
&lt;br /&gt;
===Subscribing===&lt;br /&gt;
Subscriptions are a legacy function of the DarkSpace's Pay-To-Play history, wherein players could subscribe to the game to get &amp;quot;Play Time&amp;quot; and Credits. As of v1.53, DarkSpace has moved to the Free-To-Play model, and play time has no significance in this model.&lt;br /&gt;
&lt;br /&gt;
Currently, it may be viewed as a recurring Credit deposit facility. Subscribing gives a player the designated Credit amount, and again 1 day before the end of subscription. Subscription should not be confused with the '''[SUBSCRIBED]''' flag which can be seen at the top-right corner of GCQL. The flag is for most purposes a legacy of the P2P model, but has technical importance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To subscribe, go to your Profile and click the '''Subscribe''' button from the top. A new window opens, which shows:-&lt;br /&gt;
:*Current subscription status and the dates of the Start and End of the last active subscription.&lt;br /&gt;
:*Past subscription and coupon redeeming rewards, under the heading of ''Last Events''.&lt;br /&gt;
:*Subscription options available for purchase.&lt;br /&gt;
&lt;br /&gt;
The options for subscription to DarkSpace are :-&lt;br /&gt;
&lt;br /&gt;
:DS Monthly - 5000 Credits, $4.99 per month&lt;br /&gt;
:DS Monthly - 10250 Credits, $9.99 per month&lt;br /&gt;
:DS Monthly - 21000 Credits, $19.99 per month&lt;br /&gt;
:DS Quarterly - 28000 Credits, $26.95 per month&lt;br /&gt;
:DS Half-Yearly - 60000 Credits, $49.95 per month&lt;br /&gt;
&lt;br /&gt;
After the transaction is completed, it will be processed by the DS servers, and the designated amount of Credits and play time will be added to the player's account. Processing and depositing of Credits may take upto 24 hours.&lt;br /&gt;
&lt;br /&gt;
*All transactions are made via PayPal.&lt;br /&gt;
&lt;br /&gt;
*One day (24 hours) before the end of your active subscription, your PayPal account will be charged again, and the subscription will be renewed.&lt;br /&gt;
&lt;br /&gt;
If you do not wish to continue re-subscribing, you may cancel your current subscription.&lt;br /&gt;
&lt;br /&gt;
===Buying===&lt;br /&gt;
Players can buy credits from the Online store. Credits are available for purchase in 3 packages, at a basic rate of $1 = 1000 Credits.&lt;br /&gt;
&lt;br /&gt;
:*Small box of credits - 5000 credits @ $4.99&lt;br /&gt;
:*Medium sack of credits - 10000 credits + 250 credits bonus @ $9.99&lt;br /&gt;
:*Large barrel of credits - 20000 credits + 1000 credits bonus @ $19.99&lt;br /&gt;
&lt;br /&gt;
All purchases are made via PayPal and processed within 24 hours.&lt;br /&gt;
&lt;br /&gt;
===Coupons===&lt;br /&gt;
&lt;br /&gt;
Coupons are unique 25-character alphanumeric codes which can be redeemed for Credits and prestige. They are generated by the DarkSpace Administration and distributed to players in the form of event rewards or for commemorating special events. Occasionally, compensations to players are also made via coupon distribution.&lt;br /&gt;
&lt;br /&gt;
Coupons are redeemed by going to the player Profile on the DarkSpace website, via the &amp;quot;Redeem Coupon&amp;quot; link at the top. The coupon code is entered into the 5 text boxes that appear in the link window. After redeeming, the rewards associated with the particular code are transferred to the player's account.&lt;br /&gt;
&lt;br /&gt;
Normally, coupons are given to players through the website system-generated E-mails. Players are advised to check their E-mail accounts associated with DarkSpace every few days after announcement of coupon distributions are made. Some delay is expected, and regretted, in cases where generating and sending of large quantities of E-mails may take upto a few days to complete.&lt;br /&gt;
&lt;br /&gt;
===Credit Transfers===&lt;br /&gt;
&lt;br /&gt;
Players, while in-game, have the facility of sending Credits to other players. To do so, select the player's ship in-game and click on the &amp;quot;Transfer Credits&amp;quot; button near the bottom-right (with a $ picture). Type in the number of Credits to send to that player, and press ''Enter'' to complete the transfer.&lt;br /&gt;
&lt;br /&gt;
It is worth knowing the following information :-&lt;br /&gt;
:*Credit transfers are one-sided operations. You choose to send the credits, the target player cannot refuse to receive them. However, they can perform a transfer back to you, from their end.&lt;br /&gt;
:*You need atleast 1 Credit in your profile to designate yourself to the server as &amp;quot;Capable of transferring credits&amp;quot;. Without this status, you will not see the Transfer Credits ($) button.&lt;br /&gt;
:*You cannot perform a credit transfer with an AI ship as the target.&lt;br /&gt;
:*If the target ship becomes undetectable to your ship for any reason (jumped away, cloaked or stealthed, logged out) before you complete the transfer to them, the transfer will not happen.&lt;br /&gt;
&lt;br /&gt;
For any queries, especially of sensitive nature, e-mail billing@palestar.com for questions about Subscriptions and the Online Credits Store, and for any problems which occur due to their usage.&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Credits&amp;diff=2877</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Credits&amp;diff=2877"/>
		<updated>2012-10-01T09:54:07Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Credits are the in-game currency of DarkSpace. Using them, players can purchase various enhancements and consumables to give their ships an edge in battle and boosted performance.&lt;br /&gt;
&lt;br /&gt;
==On Offer==&lt;br /&gt;
As of v1.691, credits can be spent on :-&lt;br /&gt;
&lt;br /&gt;
:*Ship enhancements - These enhancements alter the performance of a ship in one or more ways.&lt;br /&gt;
:*Ship consumables - These items provide an instant effect and refill a vital resource pool (Energy or Jump drive fuel).&lt;br /&gt;
:*Ally ship consumables - These items, on use, spawn a random ship which will follow and support the player. They can be ordered to do specific tasks.&lt;br /&gt;
&lt;br /&gt;
==Getting Credits==&lt;br /&gt;
There are multiple ways to get credits.&lt;br /&gt;
&lt;br /&gt;
===Buying===&lt;br /&gt;
Players can buy credits from the Online store. Credits are available for purchase in 3 packages, at the rate of $1 = 1000 Credits.&lt;br /&gt;
&lt;br /&gt;
:*Small box of credits - 5000 credits @ $5&lt;br /&gt;
:*Medium sack of credits - 10000 credits + 250 credits bonus @ $10&lt;br /&gt;
:*Large barrel of credits - 20000 credits + 1000 credits bonus @ $20&lt;br /&gt;
&lt;br /&gt;
All purchases are made via PayPal and processed within 24 hours.&lt;br /&gt;
&lt;br /&gt;
===Coupons===&lt;br /&gt;
&lt;br /&gt;
Coupons are unique 25-character alphanumeric codes which can be redeemed for Credits and prestige. They are generated by the DarkSpace Administration and distributed to players in the form of event rewards or for commemorating special events. Occasionally, compensations to players are also made via coupon distribution.&lt;br /&gt;
&lt;br /&gt;
Coupons are redeemed by going to the player Profile on the DarkSpace website, via the &amp;quot;Redeem Coupon&amp;quot; link at the top. The coupon code is entered into the 5 text boxes that appear in the link window. After redeeming, the rewards associated with the particular code are transferred to the player's account.&lt;br /&gt;
&lt;br /&gt;
Normally, coupons are given to players through the website system-generated E-mails. Players are advised to check their E-mail accounts associated with DarkSpace every few days after announcement of coupon distributions are made. Some delay is expected, and regretted, in cases where generating and sending of large quantities of E-mails may take upto a few days to complete.&lt;br /&gt;
&lt;br /&gt;
===Credit Transfers===&lt;br /&gt;
&lt;br /&gt;
Players, while in-game, have the facility of sending Credits to other players. To do so, select the player's ship in-game and click on the &amp;quot;Transfer Credits&amp;quot; button near the bottom-right (with a $ picture). Type in the number of Credits to send to that player, and press ''Enter'' to complete the transfer.&lt;br /&gt;
&lt;br /&gt;
It is worth knowing the following information :-&lt;br /&gt;
:*Credit transfers are one-sided operations. You choose to send the credits, the target player cannot refuse to receive them. However, they can perform a transfer back to you, from their end.&lt;br /&gt;
:*You need atleast 1 Credit in your profile to designate yourself to the server as &amp;quot;Capable of transferring credits&amp;quot;. Without this status, you will not see the Transfer Credits ($) button.&lt;br /&gt;
:*You cannot perform a credit transfer with an AI ship as the target.&lt;br /&gt;
:*If the target ship becomes undetectable to your ship for any reason (jumped away, cloaked or stealthed, logged out) before you complete the transfer to them, the transfer will not happen.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
For any queries, especially of sensitive nature, e-mail billing@palestar.com for questions about Subscriptions and the Online Credits Store, and for any problems which occur due to their usage.&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Credits&amp;diff=2876</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Credits&amp;diff=2876"/>
		<updated>2012-09-30T08:15:48Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Credits are the in-game currency of DarkSpace. Using them, players can purchase various enhancements and consumables to give their ships an edge in battle and boosted performance.&lt;br /&gt;
&lt;br /&gt;
==On Offer==&lt;br /&gt;
As of v1.691, credits can be spent on :-&lt;br /&gt;
&lt;br /&gt;
:*Ship enhancements - These enhancements alter the performance of a ship in one or more ways.&lt;br /&gt;
:*Ship consumables - These items provide an instant effect and refill a vital resource pool (Energy or Jump drive fuel).&lt;br /&gt;
:*Ally ship consumables - These items, on use, spawn a random ship which will follow and support the player. They can be ordered to do specific tasks.&lt;br /&gt;
&lt;br /&gt;
==Getting Credits==&lt;br /&gt;
There are multiple ways to get credits.&lt;br /&gt;
&lt;br /&gt;
===Buying===&lt;br /&gt;
Players can buy credits from the Online store. Credits are available for purchase in 3 packages, at the rate of $1 = 1000 Credits.&lt;br /&gt;
&lt;br /&gt;
:*Small box of credits - 5000 credits @ $5&lt;br /&gt;
:*Medium sack of credits - 10000 credits + 250 credits bonus @ $10&lt;br /&gt;
:*Large barrel of credits - 20000 credits + 1000 credits bonus @ $20&lt;br /&gt;
&lt;br /&gt;
All purchases are made via PayPal and processed within 24 hours.&lt;br /&gt;
&lt;br /&gt;
===Coupons===&lt;br /&gt;
&lt;br /&gt;
Coupons are unique 25-character alphanumeric codes which can be redeemed for Credits and prestige. They are generated by the DarkSpace Administration and distributed to players in the form of event rewards or for commemorating special events. Occasionally, compensations to players are also made via coupon distribution.&lt;br /&gt;
&lt;br /&gt;
Coupons are redeemed by going to the player Profile on the DarkSpace website, via the &amp;quot;Redeem Coupon&amp;quot; link at the top. The coupon code is entered into the 5 text boxes that appear in the link window. After redeeming, the rewards associated with the particular code are transferred to the player's account.&lt;br /&gt;
&lt;br /&gt;
Normally, coupons are given to players through the website system-generated E-mails. Players are advised to check their E-mail accounts associated with DarkSpace every few days after announcement of coupon distributions are made. Some delay is expected, and regretted, in cases where generating and sending of large quantities of E-mails may take upto a few days to complete.&lt;br /&gt;
&lt;br /&gt;
===Credit Transfers===&lt;br /&gt;
&lt;br /&gt;
Players, while in-game, have the facility of sending Credits to other players. To do so, select the player's ship in-game and click on the &amp;quot;Transfer Credits&amp;quot; button near the bottom-right (with a $ picture).&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Credits&amp;diff=2875</id>
		<title>Credits</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Credits&amp;diff=2875"/>
		<updated>2012-09-30T04:44:42Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: incomplete page for credits&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Credits are the in-game currency of DarkSpace. Using them, players can purchase various enhancements and consumables to give their ships an edge in battle and boosted performance.&lt;br /&gt;
&lt;br /&gt;
==On Offer==&lt;br /&gt;
As of v1.691, credits can be spent on :-&lt;br /&gt;
&lt;br /&gt;
:*Ship enhancements - These enhancements alter the performance of a ship in one or more ways.&lt;br /&gt;
:*Ship consumables - These items provide an instant effect and refill a vital resource pool (Energy or Jump drive fuel).&lt;br /&gt;
:*Ally ship consumables - These items, on use, spawn a random ship which will follow and support the player. They can be ordered to do specific tasks.&lt;br /&gt;
&lt;br /&gt;
==Getting Credits==&lt;br /&gt;
There are multiple ways to get credits.&lt;br /&gt;
&lt;br /&gt;
===Buying===&lt;br /&gt;
Players can buy credits from the Online store. Credits are available for purchase in 3 packages, at the rate of $1 = 1000 Credits.&lt;br /&gt;
&lt;br /&gt;
:*Small box of credits - 5000 credits @ $5&lt;br /&gt;
:*Medium sack of credits - 10000 credits + 250 credits bonus @ $10&lt;br /&gt;
:*Large barrel of credits - 20000 credits + 1000 credits bonus @ $20&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Talk:War_Room&amp;diff=2874</id>
		<title>Talk:War Room</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Talk:War_Room&amp;diff=2874"/>
		<updated>2012-09-16T02:54:00Z</updated>

		<summary type="html">&lt;p&gt;MikeParadox: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;It looks like Peri has gone inactive. If he doesn't do it, I'll pick it up with March.&lt;br /&gt;
&lt;br /&gt;
-Persistance&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Seems this logbook project did not go well. I will scrap the page and links to it after 16 days (2nd October).&lt;br /&gt;
[[User:MikeParadox|MikeParadox]] 21:54, 15 September 2012 (CDT)&lt;/div&gt;</summary>
		<author><name>MikeParadox</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Torpedo&amp;diff=2873</id>
		<title>Torpedo</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Torpedo&amp;diff=2873"/>
		<updated>2012-08-31T16:58:46Z</updated>

		<summary type="html">&lt;p&gt;Raje: added sabot rockets. numbers please?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Torpedos were some of the earliest space-borne weapons avaliable, and continue to play a huge role in modern warfare. Basically [[Missiles]] without propulsion, relying on initial speed and inertia to take them to their targets. This makes torpedos strictly close-in weapons, although they do massive damage to compensate. All torpedos need a dedicated laucher to operate. Each Faction has it's own Torpedo technologys they use exclusively.&lt;br /&gt;
&lt;br /&gt;
Torpedos can be remotely detonated in game by pressing Shift+Weapon group assignment.&lt;br /&gt;
&lt;br /&gt;
==Fusion Tropedo==&lt;br /&gt;
The direct technological descendent of the torpedo used aboard the ill-fated Guardian, the ship that saved Earth from Ragnarock, this torpedo is the most well grounded and dependable of the warring factions. The torpedo itself is an active nuclear fusion reaction suspended in in a decaying maganetic field, controlled by a small command module. The reaction is started at lauch by the injection of deuterium from an onboard cache. While the modern iteration gives much more stability and control than it's ancestor, it still has a limited range and the slightly archaic technology means the torpedo is the least damaging.&lt;br /&gt;
&lt;br /&gt;
*Faction: [[ICC]]&lt;br /&gt;
*Maximum Range: 640 Gu&lt;br /&gt;
*Speed: 80 Gu/s&lt;br /&gt;
*Ammo: 60 - ([[Gadget Level]] *2)&lt;br /&gt;
*Damage: ???&lt;br /&gt;
*Blast Range: 10 Gu&lt;br /&gt;
*Blast damage: ???&lt;br /&gt;
*Recharge Time: 3.5 ~ 6.3 seconds&lt;br /&gt;
*Energy Drain: 0.12/s&lt;br /&gt;
&lt;br /&gt;
==Sabot Rocket==&lt;br /&gt;
Not strictly explosives, and nowhere as modern as the common torpedoes in use, Sabot rockets are the ICC's link to their war history centuries old. They result from the attempts to combine guided missiles and early Rail gun technology, which culminated into development of a multi-fire missile launcher with kinetic acceleration. Explosive material is not used in Sabot rockets due to safety concerns of launching them at extreme velocities. Current modifications include dense material in the rockets to boost the damage to Armor. Standardised sabot launchers load 6 rockets which are simultaneously fired, dealing high damage. Reload requires significant time as the rockets are simply too heavy.&lt;br /&gt;
&lt;br /&gt;
*Faction: [[ICC]]&lt;br /&gt;
*Maximum Range: 750? Gu&lt;br /&gt;
*Speed: ??? Gu/s&lt;br /&gt;
*Ammo: 25 - [[Gadget Level]]&lt;br /&gt;
*Damage: ???&lt;br /&gt;
*Blast Range: 10 Gu&lt;br /&gt;
*Blast damage: ???&lt;br /&gt;
*Recharge Time: ?? seconds&lt;br /&gt;
*Energy Drain: ???/s&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Proton Torpedo==&lt;br /&gt;
The Proton Torpedo is the weapon of choice for UGTO commanders. Of the torpedos, the &amp;quot;P Torp&amp;quot; as it is often called, has medium range and average damage. Proton Torpedos are a standard nuclear device, detonated by a feeder explosion, bombarding the volatile core with protons. The resultant detonation is highly damaging with a large blast radius.&lt;br /&gt;
&lt;br /&gt;
*Faction: [[UGTO]]&lt;br /&gt;
*Maximum Range: 560 Gu&lt;br /&gt;
*Speed: 65 Gu/s&lt;br /&gt;
*Ammo: 50 - (Level * 2)&lt;br /&gt;
*Damage: ???&lt;br /&gt;
*Blast Range: 30 Gu&lt;br /&gt;
*Blast damage: ???&lt;br /&gt;
*Recharge Time: 3.7 ~ 7 seconds&lt;br /&gt;
*Energy Drain: 0.14/s&lt;br /&gt;
&lt;br /&gt;
==Anti-Matter Torpedo==&lt;br /&gt;
The most damaging Torpedo, but with the shortest range, K'luth artisans have created a true terror with this weapon. A lauched magnetic containment canister, the Anti-matter is kept from interacting with real matter until it hits another object or it is remotely detonated. Once the torpedo hits a ship, the victim's vessel is torn apart by the massive Anitmatter-matter reaction, as well as bombarded by extra Anti-matter, inflicting more damage upon the hapless Spacecraft.&lt;br /&gt;
&lt;br /&gt;
*Faction: [[K'luth]]&lt;br /&gt;
*Maximum Range: 480 Gu&lt;br /&gt;
*Speed: 60 Gu/s&lt;br /&gt;
*Ammo: 40 - (Level * 2)&lt;br /&gt;
*Damage: ???&lt;br /&gt;
*Blast Range: 10 Gu&lt;br /&gt;
*Blast damage: ???&lt;br /&gt;
*Recharge Time: 4 ~ 7.5 seconds&lt;br /&gt;
*Energy Drain: 0.16/s&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Main_Page&amp;diff=2870</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Main_Page&amp;diff=2870"/>
		<updated>2012-08-29T11:43:41Z</updated>

		<summary type="html">&lt;p&gt;Raje: removed dead link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Darkspace Wiki.''' - ''The wiki where infinity has just begun''&lt;br /&gt;
&lt;br /&gt;
* This WIKI uses the same username &amp;amp; password as your DarkSpace account. Please remove any spaces or special characters (_,[,],^,?,*,{,},-) from your username when logging into this WIKI.&lt;br /&gt;
* The MAIN purpose of this website is to allow the players to contribute tips &amp;amp; techniques when it comes to playing DarkSpace. Everyone is invited to contribute to this WIKI.&lt;br /&gt;
* You can go back to the main site by clicking on this link http://www.darkspace.net&lt;br /&gt;
&lt;br /&gt;
==Important Links==&lt;br /&gt;
[[Quickstarter]] - Attention new recruits! This guide will help you take your first steps into the infinity.&lt;br /&gt;
&lt;br /&gt;
[[Manual]] - Everything and anything about the game, and then some. &lt;br /&gt;
&lt;br /&gt;
[[FAQ]] - Frequently Asked Questions, in case you didn't know.&lt;br /&gt;
&lt;br /&gt;
[[History Galactica]] - The in-universe history of Darkspace's universe.&lt;br /&gt;
&lt;br /&gt;
[[War Room]] - Reporting victories to your boss, one galaxy at a time.&lt;br /&gt;
&lt;br /&gt;
[[DarkSpace Database]] - A guide to ships, systems, planets, buildings and everything else in the darkspace universe.&lt;br /&gt;
&lt;br /&gt;
==Wiki Rules==&lt;br /&gt;
* '''The Darkspace [[http://www.darkspace.net//index.htm?module=document.php&amp;amp;doc_id=2 Rules of Conduct]] apply, so any abuse is liable to result in loss of wiki privileges AND a ban from the game.'''&lt;br /&gt;
* Please include your player ID on your talk page.&lt;br /&gt;
* Use talk pages to discuss changes.&lt;br /&gt;
* Sign your comments on talk pages (Three tildes gives your user name, four includes a time stamp).&lt;br /&gt;
&lt;br /&gt;
== Useful stuff ==&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Editing Basic Guide] on wiki formatting.&lt;br /&gt;
* [http://meta.wikimedia.org/wiki/Help:Contents User's Guide] for information on using the wiki software.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Template:Planet&amp;diff=2868</id>
		<title>Template:Planet</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Template:Planet&amp;diff=2868"/>
		<updated>2012-08-26T16:07:10Z</updated>

		<summary type="html">&lt;p&gt;Raje: added nouns to template presentation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:300px;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|{{{planetName}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|[[image:{{{planetImage}}}.jpg|265px]]&lt;br /&gt;
|-&lt;br /&gt;
|Type: || {{{type}}}&lt;br /&gt;
|-&lt;br /&gt;
|Allegiance Limit: || Level {{{alleglimit}}}&lt;br /&gt;
|-&lt;br /&gt;
|Structure Limit: || {{{structlimit}}} Structures&lt;br /&gt;
|-&lt;br /&gt;
|Inf Limit: || {{{Inflimit}}} Infantry&lt;br /&gt;
|-&lt;br /&gt;
|Base Habitat: || {{{basehab}}} Population&lt;br /&gt;
|-&lt;br /&gt;
|Base Food Production: || {{{foodprod}}} Food&lt;br /&gt;
|-&lt;br /&gt;
|Res Storage Cap: || {{{rescap}}} Resources&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Planets&amp;diff=2867</id>
		<title>Planets</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Planets&amp;diff=2867"/>
		<updated>2012-08-26T16:05:00Z</updated>

		<summary type="html">&lt;p&gt;Raje: /* Planet Statistics */ half done, half notdone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Key components to Darkspace, planets are vital to strategic control as well as fueling the economy, making [[Ship|Ships]], mining [[Resource|Resources]],and many other tasks. Many are plain and bare some are fiery infernos, some might be paradises and some may be big balls of gas. Each planet can support 32 [[Infantry]] units and 32 [[Planetary Structures|Structures]], with the exception of the Home Planets, which can hold 40 units and structures. &lt;br /&gt;
&lt;br /&gt;
==Planet Statistics==&lt;br /&gt;
Each planet has a varying degree of colonization and industrialization possible, whose factors are given below :-&lt;br /&gt;
*Base Habitat refers to the amount of population a planet can support with no additional [[Planetary Structures#Dome|Dome]] structures.&lt;br /&gt;
&lt;br /&gt;
*Base Food Production refers to how much food is produced per tick without additional food producing structures. Food is used to maintain the population, and if the population exceeds the food production, a global starvation begins.&lt;br /&gt;
&lt;br /&gt;
*Resource Maximum refers to the highest number of Resource units the planet is capable of holding at one time. Resources are used to build structures and ships if the planet hosts a [[Planetary Structures#Shipyard|Shipyard]].&lt;br /&gt;
&lt;br /&gt;
*Structure Limit refers to the maximum number of structures that can be constructed on a planet. Most planet types support 32, with the exception being Infernos and Gas giants not being able to support any structures, and Home planets supporting 40.&lt;br /&gt;
&lt;br /&gt;
===Gas planets===&lt;br /&gt;
{{Planet|planetName=Gas|planetImage=Gas|type=Gas|alleglimit=None|structlimit=0|Inflimit=0|basehab=0|foodprod=0|rescap=0}}&lt;br /&gt;
&lt;br /&gt;
Gas Giants are huge planets with thick atmospheres of Hydrogen and Helium. These planets have no surface, and as such are uninhabitable, but many support moons that can be colonized.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
===Inferno planets===&lt;br /&gt;
{{Planet|planetName=Inferno|planetImage=Inferno|type=Inferno|alleglimit=None|structlimit=0|Inflimit=0|basehab=0|foodprod=0|rescap=0}}&lt;br /&gt;
&lt;br /&gt;
These are rocky planets that have an excess of volcanic activity, or are so close to their parent star that their surface is molten. Surface temperatures easily reach into the thousands of degrees. These planets are uncolonizable and unconquerable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Barren planets===&lt;br /&gt;
{{Planet|planetName=Barren|planetImage=Barren|type=Barren|alleglimit=3|structlimit=32|Inflimit=32|basehab=0|foodprod=0|rescap=100'000}}&lt;br /&gt;
These planets are lumps of rock floating in space. Uninhabitable without structures, these planets are often used as resource providers for the more livable planets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ice planets===&lt;br /&gt;
{{Planet|planetName=Ice|planetImage=Ice|type=Ice|alleglimit=structlimit=32|Inflimit=32|basehab=20|foodprod=30|rescap=200'000}}&lt;br /&gt;
&lt;br /&gt;
Frozen over ocean planets, these balls of ice give the hardest challenges for colonists, sporting subzero surface temperatures and constant snowstorms across much of the planet.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ocean planets===&lt;br /&gt;
{{Planet|planetName=Ocean|planetImage=Aqua|type=Ocean|structlimit=32|Inflimit=32|basehab=20|foodprod=60|rescap=300'000}}&lt;br /&gt;
&lt;br /&gt;
These planets are covered all over by miles deep ocean. No landmasses rise above the ocean save for occasional small islands and archipelagos. These planets are quite capable of supporting life, but have small base habitats due to the lack of usable land.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arid planets===&lt;br /&gt;
{{Planet|planetName=Arid|planetImage=Arid|type=Arid|structlimit=32|Inflimit=32|basehab=40|foodprod=10|rescap=400'000}}&lt;br /&gt;
&lt;br /&gt;
Desert planets, these have pole to pole deserts and are incredibly hard to live on. Only the hardest people live on these planet sized Saharas without environmentally controlled dome environments and mechanized food production.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Terran planets===&lt;br /&gt;
{{Planet|planetName=Terran|planetImage=Terran|type=Terran|structlimit=32|Inflimit=32|basehab=50|foodprod=50|rescap=600'000}}&lt;br /&gt;
&lt;br /&gt;
Gems in a sea of rocks, these are the planets most like Humanity's homeworld Earth. Reasonable surface temperatures and adequate water supplies make these the most habitable planets in the known systems. The comparable ease of life on these planets also lends to their ability to support more resources than the other planet types, and makes them attractive for hosting Shipyards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Home planets===&lt;br /&gt;
{{Planet|planetName=Home Planet|planetImage=Home|type=Home|alleglimit=10|structlimit=40|Inflimit=40|basehab=75|foodprod=75|rescap=1'000'000}}&lt;br /&gt;
&lt;br /&gt;
Home planets are the homeworlds of the 3 Factions in Darkspace. These planets, due to their positions as the capitals and economic centers of their respective civilizations, are able to support more structures and improvements than the average planet, supporting 40 over the normal 32.&lt;br /&gt;
&lt;br /&gt;
Earth - Homeworld for the [[UGTO]] and for humanity in general. Third planet of the Sol system.&lt;br /&gt;
&lt;br /&gt;
Exathra - Homeworld for the [[ICC]], proclaimed the capital after the ICC sucession from UGTO control. Fourth planet of the CD+36*15693 system.&lt;br /&gt;
&lt;br /&gt;
Sag Hothha - Homeworld for the [[K'Luth]] species. According to K'Luth historical archives, it is actually the second K'Luth homeworld, after the destruction of the first at the hands of a mysterious machine based race, believed by many to be the [[MI]]. Moon of the 6th planet in the Sirius A system.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Allegiance==&lt;br /&gt;
Allegiance is a new mechanism in Darkspace which improves the characteristics of a planets.&lt;br /&gt;
&lt;br /&gt;
Allegiance is increased by maintaining governance of a single faction on a planet for a period of time. Time periods for each level are :-&lt;br /&gt;
:Level 1 - 4 hours&lt;br /&gt;
:Level 2 - 12 hours - 8 hours after Level 1&lt;br /&gt;
:Level 3 - 28 hours (1 day 4 hours)- 16 hours after Level 2&lt;br /&gt;
:Level 4 - 60 hours (2 days 12 hours) - 32 hours after Level 3&lt;br /&gt;
:Level 5 - 124 hours (5 days 4 hours) - 64 hours after Level 4&lt;br /&gt;
:Level 6 - 252 hours (10 days 12 hours) - 128 hours after Level 5&lt;br /&gt;
:Level 7 - 508 hours (21 days 4 hours) - 256 hours after Level 6&lt;br /&gt;
:Level 8 - 1020 hours (42 days 12 hours) - 512 hours after Level 7&lt;br /&gt;
:Level 9 - 2044 hours (85 days 4 hours) - 1024 hours after Level 8&lt;br /&gt;
:Level 10 - 4092 hours (170 days 12 hours) - 2048 hours after Level 9&lt;br /&gt;
&lt;br /&gt;
For every level of allegiance, a planet gains :-&lt;br /&gt;
:*10% to control.&lt;br /&gt;
:*10% to friendly infantry control boost.&lt;br /&gt;
:*10% to defence structure damage.&lt;br /&gt;
:*10% to resource production.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- needed - complete list of things improved/affected by allegiance&lt;br /&gt;
-theres a max limit on allegiance that a planet can have which depends on planet type - barren, terran, home. FIND THEM LIMITZ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Planetary Events==&lt;br /&gt;
Every 5 minutes, a planetary event can take place on a planet. Any of seven following events can occur:-&lt;br /&gt;
:*Plague&lt;br /&gt;
:*Revolution&lt;br /&gt;
:*Mining Find&lt;br /&gt;
:*Economic Boom&lt;br /&gt;
:*Global Recession&lt;br /&gt;
:*Worker Strike&lt;br /&gt;
:*Smugglers&lt;br /&gt;
&lt;br /&gt;
===Revolution===&lt;br /&gt;
Revolution is an event that may occur when the morale of a planet is &amp;quot;Low&amp;quot;. It has a random chance of occurrence, and may subside without negative impacts or result in a decrease in allegiance.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with &amp;quot;okay&amp;quot; morale (0.6 on a scale of 0 to 1. High is considered .95 or higher) and we have hit the random event to have a revolution.&lt;br /&gt;
&lt;br /&gt;
First the game checks to see if we have a revolution happening already. If we do, we'll discuss that later. Let's assume we don't. A roll is made between zero and 99. The chance of revolution is:-&lt;br /&gt;
 Random(0, 99) &amp;gt; [(Morale * 100) + 40] (including both zero and 99, so 100 numbers).&lt;br /&gt;
That means that at &amp;quot;Okay&amp;quot; morale, there would never be a chance of a revolution, because (0.6 * 100) + 40 is greater than 99 at all times. Only when you have &amp;quot;low&amp;quot; morale (0.59 morale or less) are you at risk for a revolution.&lt;br /&gt;
&lt;br /&gt;
Now, let's assume there is a revolution event active, and you hit another revolution event!&lt;br /&gt;
The game then does the following: Make another roll.&lt;br /&gt;
 Random(0,99) &amp;gt; [(Morale * 100) + 50]&lt;br /&gt;
If that roll is higher than (morale * 100) + 50, then it checks the allegiance level. If the allegiance is at zero, the planet revolts to neutral control. If it is higher than zero, it reduces the allegiance level by 1 and reduces the allegiance progress to zero.&lt;br /&gt;
&lt;br /&gt;
If the roll wasn't higher then 25, the planet drops out of revolution state.&lt;br /&gt;
===Mining Find===&lt;br /&gt;
Mining Find is an event that affects the resource mining output of a planet. If there is a Mining find event on a planet, then the mining output of that planet is multiplied by 4 for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine.&lt;br /&gt;
 Mining output = Sum of Mining of each structure&lt;br /&gt;
= 5 + (5 * 2) + 9 = 24&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Mining Find event on this planet, the net mining output becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * 4 = 96&lt;br /&gt;
&lt;br /&gt;
===Economic Boom===&lt;br /&gt;
Economic Boom is an event that affects the resource production level of a planet. If there is a Boom event on a planet, the production level of that planet is multiplied by 2 for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have a Factory on the planet.&lt;br /&gt;
 Production level = Sum of production of each structure on planet&lt;br /&gt;
= 1 + 1 = 2&lt;br /&gt;
There are only 2 types of structures (Colony hub and Factory) in-game which give 1 Production each. So Production level can also be calculated as the number of these structures present on a planet.&lt;br /&gt;
&lt;br /&gt;
 Resource output = Net Mining output * Net Production level&lt;br /&gt;
= 24 * (1 + 1) = 48 Resources per 10 seconds&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Boom event on this planet, the net resource production becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * (2 * 2) = 96 Resources per 10 seconds&lt;br /&gt;
 &lt;br /&gt;
===Worker Strike===&lt;br /&gt;
Worker Strike is an event that affects the resource mining output of a planet. If there is a Strike event on a planet, then the mining output of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 2 Deep Core mines.&lt;br /&gt;
 Mining output = Sum of Mining of each structure&lt;br /&gt;
= 5 + (5 * 2) + (9 * 2) = 33&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Strike event on this planet, the net mining output becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
33 ÷ 2 = 16 (rounded down from 16.5)&lt;br /&gt;
&lt;br /&gt;
===Smugglers===&lt;br /&gt;
Smugglers is an event that affects the resource production level of a planet. If there is a Smugglers event on a planet, the production level of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have 2 Factories on the planet.&lt;br /&gt;
 Production level = Sum of production of each structure on planet&lt;br /&gt;
= 1 + (1 + 1) = 3&lt;br /&gt;
&lt;br /&gt;
 Resource output = Net Mining output * Net Production level&lt;br /&gt;
= 24 * 3 = 72 Resources per 10 seconds&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Smugglers event on this planet, the net resource production becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * (3 ÷ 2) = 24 * 1 (rounded down from 1.5) = 24&lt;br /&gt;
&lt;br /&gt;
*It is worth noting, that if a Planet's net production level is 1 and the planet has a Smuggler event ongoing, then there will be no resources produced.&amp;lt;br&amp;gt;&lt;br /&gt;
Let us assume we have a planet with X mining output, and a net production level of 1. A Smuggler event is also active.&lt;br /&gt;
Resource output = X * (1 ÷ 2) = X * (0.5) = X * 0 (rounded down from 0.5) = 0&lt;br /&gt;
&lt;br /&gt;
Engineers are advised to keep such scenarios in mind when building planets.&lt;br /&gt;
&lt;br /&gt;
==Test Planet==&lt;br /&gt;
&lt;br /&gt;
{{Planet|planetName=Slinki|planetImage=Testplanet|type=Barren|structlimit=40|Inflimit=40|basehab=10|foodprod=100|rescap=60}}&lt;br /&gt;
&lt;br /&gt;
The planet Slinki is a barren, horrible wasteland, but with a very tiny patch of grass where a few slinki's frolick and enjoy life.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Planets&amp;diff=2860</id>
		<title>Planets</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Planets&amp;diff=2860"/>
		<updated>2012-08-19T14:19:31Z</updated>

		<summary type="html">&lt;p&gt;Raje: initiated allegiance. editors and datahunters, pls read section in edit mode&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Key components to Darkspace, planets are vital to strategic control as well as fueling the economy, making [[Ship|Ships]], mining [[Resource|Resources]],and many other tasks. Many are plain and bare some are fiery infernos, some might be paradises and some may be big balls of gas. Each planet can support 32 [[Infantry]] units and 32 [[Planetary Structures|Structures]], with the exception of the Home Planets, which can hold 40 units and structures. &lt;br /&gt;
&lt;br /&gt;
==Planet Statistics==&lt;br /&gt;
Each planet has a varying degree of colonization and industrialization possible, whose factors are given below :-&lt;br /&gt;
*Base Habitat refers to the amount of population a planet can support with no additional [[Planetary Structures#Dome|Dome]] structures.&lt;br /&gt;
&lt;br /&gt;
*Base Food Production refers to how much food is produced per tick without additional food producing structures. Food is used to maintain the population, and if the population exceeds the food production, a global starvation begins.&lt;br /&gt;
&lt;br /&gt;
*Resource Maximum refers to the highest number of Resource units the planet is capable of holding at one time. Resources are used to build structures and ships if the planet hosts a [[Planetary Structures#Shipyard|Shipyard]].&lt;br /&gt;
&lt;br /&gt;
*Structure Limit refers to the maximum number of structures that can be constructed on a planet. Most planet types support 32, with the exception being Infernos and Gas giants not being able to support any structures, and Home planets supporting 40.&lt;br /&gt;
&lt;br /&gt;
===Gas planets===&lt;br /&gt;
{{Planet|planetName=Gas|planetImage=Gas|type=Gas|structlimit=0|Inflimit=0|basehab=0|foodprod=0|rescap=0}}&lt;br /&gt;
&lt;br /&gt;
Gas Giants are huge planets with thick atmospheres of Hydrogen and Helium. These planets have no surface, and as such are uninhabitable, but many support moons that can be colonized.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
===Inferno planets===&lt;br /&gt;
{{Planet|planetName=Inferno|planetImage=Inferno|type=Inferno|structlimit=0|Inflimit=0|basehab=0|foodprod=0|rescap=0}}&lt;br /&gt;
&lt;br /&gt;
These are rocky planets that have an excess of volcanic activity, or are so close to their parent star that their surface is molten. Surface temperatures easily reach into the thousands of degrees. These planets are uncolonizable and unconquerable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Barren planets===&lt;br /&gt;
{{Planet|planetName=Barren|planetImage=Barren|type=Barren|structlimit=32|Inflimit=32|basehab=0|foodprod=0|rescap=100'000}}&lt;br /&gt;
These planets are lumps of rock floating in space. Uninhabitable without structures, these planets are often used as resource providers for the more livable planets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ice planets===&lt;br /&gt;
{{Planet|planetName=Ice|planetImage=Ice|type=Ice|structlimit=32|Inflimit=32|basehab=20|foodprod=30|rescap=200'000}}&lt;br /&gt;
&lt;br /&gt;
Frozen over ocean planets, these balls of ice give the hardest challenges for colonists, sporting subzero surface temperatures and constant snowstorms across much of the planet.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ocean planets===&lt;br /&gt;
{{Planet|planetName=Ocean|planetImage=Aqua|type=Ocean|structlimit=32|Inflimit=32|basehab=20|foodprod=60|rescap=300'000}}&lt;br /&gt;
&lt;br /&gt;
These planets are covered all over by miles deep ocean. No landmasses rise above the ocean save for occasional small islands and archipelagos. These planets are quite capable of supporting life, but have small base habitats due to the lack of usable land.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arid planets===&lt;br /&gt;
{{Planet|planetName=Arid|planetImage=Arid|type=Arid|structlimit=32|Inflimit=32|basehab=40|foodprod=10|rescap=400'000}}&lt;br /&gt;
&lt;br /&gt;
Desert planets, these have pole to pole deserts and are incredibly hard to live on. Only the hardest people live on these planet sized Saharas without environmentally controlled dome environments and mechanized food production.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Terran planets===&lt;br /&gt;
{{Planet|planetName=Terran|planetImage=Terran|type=Terran|structlimit=32|Inflimit=32|basehab=50|foodprod=50|rescap=600'000}}&lt;br /&gt;
&lt;br /&gt;
Gems in a sea of rocks, these are the planets most like Humanity's homeworld Earth. Reasonable surface temperatures and adequate water supplies make these the most habitable planets in the known systems. The comparable ease of life on these planets also lends to their ability to support more resources than the other planet types, and makes them attractive for hosting Shipyards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Home planets===&lt;br /&gt;
{{Planet|planetName=Home Planet|planetImage=Home|type=Home|structlimit=40|Inflimit=40|basehab=75|foodprod=75|rescap=1'000'000}}&lt;br /&gt;
&lt;br /&gt;
Home planets are the homeworlds of the 3 Factions in Darkspace. These planets, due to their positions as the capitals and economic centers of their respective civilizations, are able to support more structures and improvements than the average planet, supporting 40 over the normal 32.&lt;br /&gt;
&lt;br /&gt;
Earth - Homeworld for the [[UGTO]] and for humanity in general. Third planet of the Sol system.&lt;br /&gt;
&lt;br /&gt;
Exathra - Homeworld for the [[ICC]], proclaimed the capital after the ICC sucession from UGTO control. Fourth planet of the CD+36*15693 system.&lt;br /&gt;
&lt;br /&gt;
Sag Hothha - Homeworld for the [[K'Luth]] species. According to K'Luth historical archives, it is actually the second K'Luth homeworld, after the destruction of the first at the hands of a mysterious machine based race, believed by many to be the [[MI]]. Moon of the 6th planet in the Sirius A system.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Allegiance==&lt;br /&gt;
Allegiance is a new mechanism in Darkspace which improves the characteristics of a planets.&lt;br /&gt;
&lt;br /&gt;
Allegiance is increased by maintaining governance of a single faction on a planet for a period of time. Time periods for each level are :-&lt;br /&gt;
:Level 1 - 4 hours&lt;br /&gt;
:Level 2 - 12 hours - 8 hours after Level 1&lt;br /&gt;
:Level 3 - 28 hours (1 day 4 hours)- 16 hours after Level 2&lt;br /&gt;
:Level 4 - 60 hours (2 days 12 hours) - 32 hours after Level 3&lt;br /&gt;
:Level 5 - 124 hours (5 days 4 hours) - 64 hours after Level 4&lt;br /&gt;
:Level 6 - 252 hours (10 days 12 hours) - 128 hours after Level 5&lt;br /&gt;
:Level 7 - 508 hours (21 days 4 hours) - 256 hours after Level 6&lt;br /&gt;
:Level 8 - 1020 hours (42 days 12 hours) - 512 hours after Level 7&lt;br /&gt;
:Level 9 - 2044 hours (85 days 4 hours) - 1024 hours after Level 8&lt;br /&gt;
:Level 10 - 4092 hours (170 days 12 hours) - 2048 hours after Level 9&lt;br /&gt;
&lt;br /&gt;
For every level of allegiance, a planet gains :-&lt;br /&gt;
:*10% to control.&lt;br /&gt;
:*10% to friendly infantry control boost.&lt;br /&gt;
:*10% to defence structure damage.&lt;br /&gt;
:*10% to resource production.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- needed - complete list of things improved/affected by allegiance&lt;br /&gt;
-theres a max limit on allegiance that a planet can have which depends on planet type - barren, terran, home. FIND THEM LIMITZ --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Planetary Events==&lt;br /&gt;
Every 5 minutes, a planetary event can take place on a planet. Any of seven following events can occur:-&lt;br /&gt;
:*Plague&lt;br /&gt;
:*Revolution&lt;br /&gt;
:*Mining Find&lt;br /&gt;
:*Economic Boom&lt;br /&gt;
:*Global Recession&lt;br /&gt;
:*Worker Strike&lt;br /&gt;
:*Smugglers&lt;br /&gt;
&lt;br /&gt;
===Revolution===&lt;br /&gt;
Revolution is an event that may occur when the morale of a planet is &amp;quot;Low&amp;quot;. It has a random chance of occurrence, and may subside without negative impacts or result in a decrease in allegiance.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with &amp;quot;okay&amp;quot; morale (0.6 on a scale of 0 to 1. High is considered .95 or higher) and we have hit the random event to have a revolution.&lt;br /&gt;
&lt;br /&gt;
First the game checks to see if we have a revolution happening already. If we do, we'll discuss that later. Let's assume we don't. A roll is made between zero and 99. The chance of revolution is:-&lt;br /&gt;
 Random(0, 99) &amp;gt; [(Morale * 100) + 40] (including both zero and 99, so 100 numbers).&lt;br /&gt;
That means that at &amp;quot;Okay&amp;quot; morale, there would never be a chance of a revolution, because (0.6 * 100) + 40 is greater than 99 at all times. Only when you have &amp;quot;low&amp;quot; morale (0.59 morale or less) are you at risk for a revolution.&lt;br /&gt;
&lt;br /&gt;
Now, let's assume there is a revolution event active, and you hit another revolution event!&lt;br /&gt;
The game then does the following: Make another roll.&lt;br /&gt;
 Random(0,99) &amp;gt; [(Morale * 100) + 50]&lt;br /&gt;
If that roll is higher than (morale * 100) + 50, then it checks the allegiance level. If the allegiance is at zero, the planet revolts to neutral control. If it is higher than zero, it reduces the allegiance level by 1 and reduces the allegiance progress to zero.&lt;br /&gt;
&lt;br /&gt;
If the roll wasn't higher then 25, the planet drops out of revolution state.&lt;br /&gt;
===Mining Find===&lt;br /&gt;
Mining Find is an event that affects the resource mining output of a planet. If there is a Mining find event on a planet, then the mining output of that planet is multiplied by 4 for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine.&lt;br /&gt;
 Mining output = Sum of Mining of each structure&lt;br /&gt;
= 5 + (5 * 2) + 9 = 24&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Mining Find event on this planet, the net mining output becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * 4 = 96&lt;br /&gt;
&lt;br /&gt;
===Economic Boom===&lt;br /&gt;
Economic Boom is an event that affects the resource production level of a planet. If there is a Boom event on a planet, the production level of that planet is multiplied by 2 for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have a Factory on the planet.&lt;br /&gt;
 Production level = Sum of production of each structure on planet&lt;br /&gt;
= 1 + 1 = 2&lt;br /&gt;
There are only 2 types of structures (Colony hub and Factory) in-game which give 1 Production each. So Production level can also be calculated as the number of these structures present on a planet.&lt;br /&gt;
&lt;br /&gt;
 Resource output = Net Mining output * Net Production level&lt;br /&gt;
= 24 * (1 + 1) = 48 Resources per 10 seconds&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Boom event on this planet, the net resource production becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * (2 * 2) = 96 Resources per 10 seconds&lt;br /&gt;
 &lt;br /&gt;
===Worker Strike===&lt;br /&gt;
Worker Strike is an event that affects the resource mining output of a planet. If there is a Strike event on a planet, then the mining output of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 2 Deep Core mines.&lt;br /&gt;
 Mining output = Sum of Mining of each structure&lt;br /&gt;
= 5 + (5 * 2) + (9 * 2) = 33&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Strike event on this planet, the net mining output becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
33 ÷ 2 = 16 (rounded down from 16.5)&lt;br /&gt;
&lt;br /&gt;
===Smugglers===&lt;br /&gt;
Smugglers is an event that affects the resource production level of a planet. If there is a Smugglers event on a planet, the production level of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have 2 Factories on the planet.&lt;br /&gt;
 Production level = Sum of production of each structure on planet&lt;br /&gt;
= 1 + (1 + 1) = 3&lt;br /&gt;
&lt;br /&gt;
 Resource output = Net Mining output * Net Production level&lt;br /&gt;
= 24 * 3 = 72 Resources per 10 seconds&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Smugglers event on this planet, the net resource production becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * (3 ÷ 2) = 24 * 1 (rounded down from 1.5) = 24&lt;br /&gt;
&lt;br /&gt;
*It is worth noting, that if a Planet's net production level is 1 and the planet has a Smuggler event ongoing, then there will be no resources produced.&amp;lt;br&amp;gt;&lt;br /&gt;
Let us assume we have a planet with X mining output, and a net production level of 1. A Smuggler event is also active.&lt;br /&gt;
Resource output = X * (1 ÷ 2) = X * (0.5) = X * 0 (rounded down from 0.5) = 0&lt;br /&gt;
&lt;br /&gt;
Engineers are advised to keep such scenarios in mind when building planets.&lt;br /&gt;
&lt;br /&gt;
==Test Planet==&lt;br /&gt;
&lt;br /&gt;
{{Planet|planetName=Slinki|planetImage=Testplanet|type=Barren|structlimit=40|Inflimit=40|basehab=10|foodprod=100|rescap=60}}&lt;br /&gt;
&lt;br /&gt;
The planet Slinki is a barren, horrible wasteland, but with a very tiny patch of grass where a few slinki's frolick and enjoy life.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Prestige&amp;diff=2859</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Prestige&amp;diff=2859"/>
		<updated>2012-08-19T07:15:25Z</updated>

		<summary type="html">&lt;p&gt;Raje: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prestige is the equivalent of what is termed elsewhere as &amp;quot;Experience&amp;quot;. Prestige is used to allow the player access to larger and more advanced ships (in conjunction with [[Badge]] requirements), and also indicates your overall experience and skill in the game. Performing actions to support your [[Faction]] and team grants you prestige, and doing damage to your faction reduces it.&lt;br /&gt;
&lt;br /&gt;
==Components of Prestige==&lt;br /&gt;
Prestige is a broad term which values your overall deeds in the game. The value itself is a sum of a large number of values corresponding to distinct types of actions.&lt;br /&gt;
&lt;br /&gt;
Your actions in DarkSpace are categorized into the following fields :-&lt;br /&gt;
'''Positive actions -'''&lt;br /&gt;
:*'''Ships Damaged''': Points earned for damaging enemy ships. 3 Prestige per point.&lt;br /&gt;
:*'''Ships Captured''': Points earned for capturing enemy ships. 15 Prestige per point.&lt;br /&gt;
:*'''Repair''': Points earned for repairing friendly ships. 2.5 Prestige per point.&lt;br /&gt;
:*'''Planets Damaged''': Points earned for damaging enemy planetary structures and surface infantry. 1 Prestige per point.&lt;br /&gt;
:*'''Planets Captured''': Points earned for actively contributing to the capture of an enemy or neutral planet. 5 Prestige per point.&lt;br /&gt;
:*'''Construction''': Points earned for constructing and repairing structures on planets. 1 Prestige per point.&lt;br /&gt;
:*'''Jumps''': Points earned for performing FTL jumps. 0.1 Prestige per point.&lt;br /&gt;
:*'''Scout''': Points earned for successfully hitting enemy ships with a beacon launcher. 1 Prestige per point.&lt;br /&gt;
:*'''Kamikaze''': Points earned for damaging or destroying enemy by the explosion of ship destruction or the Self-Destruction action. 5 Prestige per point.&lt;br /&gt;
:*'''Bonus Prestige''': Point awards for completion of missions in scenario server or rewards from the Game Administration (often in the form of coupons). 1 Prestige per point.&lt;br /&gt;
&lt;br /&gt;
'''Negative actions -'''&lt;br /&gt;
:*'''Friendly Fire''': Points awarded for damaging friendly ships with weapons or ship explosions. Damaging your own ship with explosion weapons also counts. -3 Prestige per point. &lt;br /&gt;
:*'''Self Destructs''': Points awarded for self-destructing your ship, thereby causing loss of a capable ship of your faction. -10 Prestige per point.&lt;br /&gt;
:*'''Resources Lost''': Points awarded for being destroyed in a ship constructed using significant amount of [[Resource]]s, thereby causing economic loss to your faction. -5 Prestige per 1000 points.&lt;br /&gt;
:*'''Planet Collisions''': Points awarded for crashing your ship into a planet due to poor piloting skills, thereby causing loss of a capable ship to your faction. -1 Prestige per point.&lt;br /&gt;
&lt;br /&gt;
The sum of all these points multiplied by their respective prestige multipliers is the total prestige of a player.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Template:Planet&amp;diff=2858</id>
		<title>Template:Planet</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Template:Planet&amp;diff=2858"/>
		<updated>2012-08-17T09:34:08Z</updated>

		<summary type="html">&lt;p&gt;Raje: tweaked to match image format&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:300px;text-align:center;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|{{{planetName}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|[[image:{{{planetImage}}}.jpg|265px]]&lt;br /&gt;
|-&lt;br /&gt;
|Type: || {{{type}}}&lt;br /&gt;
|-&lt;br /&gt;
|Structure Limit: || {{{structlimit}}}&lt;br /&gt;
|-&lt;br /&gt;
|Inf Limit: || {{{Inflimit}}}&lt;br /&gt;
|-&lt;br /&gt;
|Base Habitat: || {{{basehab}}}&lt;br /&gt;
|-&lt;br /&gt;
|Base Food Production: || {{{foodprod}}}&lt;br /&gt;
|-&lt;br /&gt;
|Res Storage Cap: || {{{rescap}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Planets&amp;diff=2857</id>
		<title>Planets</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Planets&amp;diff=2857"/>
		<updated>2012-08-17T09:31:59Z</updated>

		<summary type="html">&lt;p&gt;Raje: implemented templating for all planet types&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Key components to Darkspace, planets are vital to strategic control as well as fueling the economy, making [[Ship|Ships]], mining [[Resource|Resources]],and many other tasks. Many are plain and bare some are fiery infernos, some might be paradises and some may be big balls of gas. Each planet can support 32 [[Infantry]] units and 32 [[Planetary Structures|Structures]], with the exception of the Home Planets, which can hold 40 units and structures. &lt;br /&gt;
&lt;br /&gt;
==Planet Statistics==&lt;br /&gt;
Each planet has a varying degree of colonization and industrialization possible, whose factors are given below :-&lt;br /&gt;
*Base Habitat refers to the amount of population a planet can support with no additional [[Planetary Structures#Dome|Dome]] structures.&lt;br /&gt;
&lt;br /&gt;
*Base Food Production refers to how much food is produced per tick without additional food producing structures. Food is used to maintain the population, and if the population exceeds the food production, a global starvation begins.&lt;br /&gt;
&lt;br /&gt;
*Resource Maximum refers to the highest number of Resource units the planet is capable of holding at one time. Resources are used to build structures and ships if the planet hosts a [[Planetary Structures#Shipyard|Shipyard]].&lt;br /&gt;
&lt;br /&gt;
*Structure Limit refers to the maximum number of structures that can be constructed on a planet. Most planet types support 32, with the exception being Infernos and Gas giants not being able to support any structures, and Home planets supporting 40.&lt;br /&gt;
&lt;br /&gt;
===Gas planets===&lt;br /&gt;
{{Planet|planetName=Gas|planetImage=Gas|type=Gas|structlimit=0|Inflimit=0|basehab=0|foodprod=0|rescap=0}}&lt;br /&gt;
&lt;br /&gt;
Gas Giants are huge planets with thick atmospheres of Hydrogen and Helium. These planets have no surface, and as such are uninhabitable, but many support moons that can be colonized.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
===Inferno planets===&lt;br /&gt;
{{Planet|planetName=Inferno|planetImage=Inferno|type=Inferno|structlimit=0|Inflimit=0|basehab=0|foodprod=0|rescap=0}}&lt;br /&gt;
&lt;br /&gt;
These are rocky planets that have an excess of volcanic activity, or are so close to their parent star that their surface is molten. Surface temperatures easily reach into the thousands of degrees. These planets are uncolonizable and unconquerable.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Barren planets===&lt;br /&gt;
{{Planet|planetName=Barren|planetImage=Barren|type=Barren|structlimit=32|Inflimit=32|basehab=0|foodprod=0|rescap=100'000}}&lt;br /&gt;
These planets are lumps of rock floating in space. Uninhabitable without structures, these planets are often used as resource providers for the more livable planets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ice planets===&lt;br /&gt;
{{Planet|planetName=Ice|planetImage=Ice|type=Ice|structlimit=32|Inflimit=32|basehab=20|foodprod=30|rescap=200'000}}&lt;br /&gt;
&lt;br /&gt;
Frozen over ocean planets, these balls of ice give the hardest challenges for colonists, sporting subzero surface temperatures and constant snowstorms across much of the planet.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Ocean planets===&lt;br /&gt;
{{Planet|planetName=Ocean|planetImage=Aqua|type=Ocean|structlimit=32|Inflimit=32|basehab=20|foodprod=60|rescap=300'000}}&lt;br /&gt;
&lt;br /&gt;
These planets are covered all over by miles deep ocean. No landmasses rise above the ocean save for occasional small islands and archipelagos. These planets are quite capable of supporting life, but have small base habitats due to the lack of usable land.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Arid planets===&lt;br /&gt;
{{Planet|planetName=Arid|planetImage=Arid|type=Arid|structlimit=32|Inflimit=32|basehab=40|foodprod=10|rescap=400'000}}&lt;br /&gt;
&lt;br /&gt;
Desert planets, these have pole to pole deserts and are incredibly hard to live on. Only the hardest people live on these planet sized Saharas without environmentally controlled dome environments and mechanized food production.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Terran planets===&lt;br /&gt;
{{Planet|planetName=Terran|planetImage=Terran|type=Terran|structlimit=32|Inflimit=32|basehab=50|foodprod=50|rescap=600'000}}&lt;br /&gt;
&lt;br /&gt;
Gems in a sea of rocks, these are the planets most like Humanity's homeworld Earth. Reasonable surface temperatures and adequate water supplies make these the most habitable planets in the known systems. The comparable ease of life on these planets also lends to their ability to support more resources than the other planet types, and makes them attractive for hosting Shipyards.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Home planets===&lt;br /&gt;
{{Planet|planetName=Home Planet|planetImage=Home|type=Home|structlimit=40|Inflimit=40|basehab=75|foodprod=75|rescap=1'000'000}}&lt;br /&gt;
&lt;br /&gt;
Home planets are the homeworlds of the 3 Factions in Darkspace. These planets, due to their positions as the capitals and economic centers of their respective civilizations, are able to support more structures and improvements than the average planet, supporting 40 over the normal 32.&lt;br /&gt;
&lt;br /&gt;
Earth - Homeworld for the [[UGTO]] and for humanity in general. Third planet of the Sol system.&lt;br /&gt;
&lt;br /&gt;
Exathra - Homeworld for the [[ICC]], proclaimed the capital after the ICC sucession from UGTO control. Fourth planet of the CD+36*15693 system.&lt;br /&gt;
&lt;br /&gt;
Sag Hothha - Homeworld for the [[K'luth]] species. According to K'luth histories, actually the second K'luth homeworld after the destruction of the first at the hands of a mysterious machine based race, believed by many to be the [[MI]]. Moon of the 6th planet in the Sirius A system.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Planetary Events==&lt;br /&gt;
Every 5 minutes, a planetary event can take place on a planet. Any of seven following events can occur:-&lt;br /&gt;
:*Plague&lt;br /&gt;
:*Revolution&lt;br /&gt;
:*Mining Find&lt;br /&gt;
:*Economic Boom&lt;br /&gt;
:*Global Recession&lt;br /&gt;
:*Worker Strike&lt;br /&gt;
:*Smugglers&lt;br /&gt;
&lt;br /&gt;
===Revolution===&lt;br /&gt;
Revolution is an event that may occur when the morale of a planet is &amp;quot;Low&amp;quot;. It has a random chance of occurrence, and may subside without negative impacts or result in a decrease in allegiance.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with &amp;quot;okay&amp;quot; morale (0.6 on a scale of 0 to 1. High is considered .95 or higher) and we have hit the random event to have a revolution.&lt;br /&gt;
&lt;br /&gt;
First the game checks to see if we have a revolution happening already. If we do, we'll discuss that later. Let's assume we don't. A roll is made between zero and 99. The chance of revolution is:-&lt;br /&gt;
 Random(0, 99) &amp;gt; [(Morale * 100) + 40] (including both zero and 99, so 100 numbers).&lt;br /&gt;
That means that at &amp;quot;Okay&amp;quot; morale, there would never be a chance of a revolution, because (0.6 * 100) + 40 is greater than 99 at all times. Only when you have &amp;quot;low&amp;quot; morale (0.59 morale or less) are you at risk for a revolution.&lt;br /&gt;
&lt;br /&gt;
Now, let's assume there is a revolution event active, and you hit another revolution event!&lt;br /&gt;
The game then does the following: Make another roll.&lt;br /&gt;
 Random(0,99) &amp;gt; [(Morale * 100) + 50]&lt;br /&gt;
If that roll is higher than (morale * 100) + 50, then it checks the allegiance level. If the allegiance is at zero, the planet revolts to neutral control. If it is higher than zero, it reduces the allegiance level by 1 and reduces the allegiance progress to zero.&lt;br /&gt;
&lt;br /&gt;
If the roll wasn't higher then 25, the planet drops out of revolution state.&lt;br /&gt;
===Mining Find===&lt;br /&gt;
Mining Find is an event that affects the resource mining output of a planet. If there is a Mining find event on a planet, then the mining output of that planet is multiplied by 4 for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine.&lt;br /&gt;
 Mining output = Sum of Mining of each structure&lt;br /&gt;
= 5 + (5 * 2) + 9 = 24&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Mining Find event on this planet, the net mining output becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * 4 = 96&lt;br /&gt;
&lt;br /&gt;
===Economic Boom===&lt;br /&gt;
Economic Boom is an event that affects the resource production level of a planet. If there is a Boom event on a planet, the production level of that planet is multiplied by 2 for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have a Factory on the planet.&lt;br /&gt;
 Production level = Sum of production of each structure on planet&lt;br /&gt;
= 1 + 1 = 2&lt;br /&gt;
There are only 2 types of structures (Colony hub and Factory) in-game which give 1 Production each. So Production level can also be calculated as the number of these structures present on a planet.&lt;br /&gt;
&lt;br /&gt;
 Resource output = Net Mining output * Net Production level&lt;br /&gt;
= 24 * (1 + 1) = 48 Resources per 10 seconds&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Boom event on this planet, the net resource production becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * (2 * 2) = 96 Resources per 10 seconds&lt;br /&gt;
 &lt;br /&gt;
===Worker Strike===&lt;br /&gt;
Worker Strike is an event that affects the resource mining output of a planet. If there is a Strike event on a planet, then the mining output of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 2 Deep Core mines.&lt;br /&gt;
 Mining output = Sum of Mining of each structure&lt;br /&gt;
= 5 + (5 * 2) + (9 * 2) = 33&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Strike event on this planet, the net mining output becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
33 ÷ 2 = 16 (rounded down from 16.5)&lt;br /&gt;
&lt;br /&gt;
===Smugglers===&lt;br /&gt;
Smugglers is an event that affects the resource production level of a planet. If there is a Smugglers event on a planet, the production level of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have 2 Factories on the planet.&lt;br /&gt;
 Production level = Sum of production of each structure on planet&lt;br /&gt;
= 1 + (1 + 1) = 3&lt;br /&gt;
&lt;br /&gt;
 Resource output = Net Mining output * Net Production level&lt;br /&gt;
= 24 * 3 = 72 Resources per 10 seconds&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Smugglers event on this planet, the net resource production becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * (3 ÷ 2) = 24 * 1 (rounded down from 1.5) = 24&lt;br /&gt;
&lt;br /&gt;
*It is worth noting, that if a Planet's net production level is 1 and the planet has a Smuggler event ongoing, then there will be no resources produced.&amp;lt;br&amp;gt;&lt;br /&gt;
Let us assume we have a planet with X mining output, and a net production level of 1. A Smuggler event is also active.&lt;br /&gt;
Resource output = X * (1 ÷ 2) = X * (0.5) = X * 0 (rounded down from 0.5) = 0&lt;br /&gt;
&lt;br /&gt;
Engineers are advised to keep such scenarios in mind when building planets.&lt;br /&gt;
&lt;br /&gt;
==Test Planet==&lt;br /&gt;
&lt;br /&gt;
{{Planet|planetName=Slinki|planetImage=Testplanet|type=Barren|structlimit=40|Inflimit=40|basehab=10|foodprod=100|rescap=60}}&lt;br /&gt;
&lt;br /&gt;
The planet Slinki is a barren, horrible wasteland, but with a very tiny patch of grass where a few slinki's frolick and enjoy life.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Planets&amp;diff=2856</id>
		<title>Planets</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Planets&amp;diff=2856"/>
		<updated>2012-08-16T06:15:43Z</updated>

		<summary type="html">&lt;p&gt;Raje: /* Planetary Events */  added partial info (smuggler, boom, mining find, strike)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Key components to Darkspace, planets are vital to strategic control as well as fueling the economy, making [[Ship|Ships]], mining [[Resource|Resources]],and many other tasks. Many are plain and bare some are fiery infernos, some might be paradises and some may be big balls of gas. Each planet can support 32 [[Infantry]] units and 32 [[Planetary Structures|Structures]], with the exception of the Home Planets, which can hold 40 units and structures. &lt;br /&gt;
&lt;br /&gt;
==Planet Statistics==&lt;br /&gt;
Each planet has a varying degree of colonization and industrialization possible, whose factors are given below :-&lt;br /&gt;
*Base Habitat refers to the amount of population a planet can support with no additional [[Planetary Structures#Dome|Dome]] structures.&lt;br /&gt;
&lt;br /&gt;
*Base Food Production refers to how much food is produced per tick without additional food producing structures. Food is used to maintain the population, and if the population exceeds the food production, a global starvation begins.&lt;br /&gt;
&lt;br /&gt;
*Resource Maximum refers to the highest number of Resource units the planet is capable of holding at one time. Resources are used to build structures and ships if the planet hosts a [[Planetary Structures#Shipyard|Shipyard]].&lt;br /&gt;
&lt;br /&gt;
*Structure Limit refers to the maximum number of structures that can be constructed on a planet. Most planet types support 32, with the exception being Infernos and Gas giants not being able to support any structures, and Home planets supporting 40.&lt;br /&gt;
&lt;br /&gt;
===Gas planets===&lt;br /&gt;
Gas Giants are huge planets with thick atmospheres of Hydrogen and Helium. These planets have no surface, and as such are uninhabitable, but many support moons that can be colonized.&lt;br /&gt;
&lt;br /&gt;
===Inferno planets===&lt;br /&gt;
These are rocky planets that have an excess of volcanic activity, or are so close to their parent star that their surface is molten. Surface temperatures easily reach into the thousands of degrees. These planets are uncolonizable and unconquerable.&lt;br /&gt;
&lt;br /&gt;
===Barren planets===&lt;br /&gt;
These planets are lumps of rock floating in space. Uninhabitable without structures, these planets are often used as resource providers for the more livable planets.&lt;br /&gt;
&lt;br /&gt;
*Structure Limit: 32&lt;br /&gt;
*Infantry Limit: 32&lt;br /&gt;
*Base Habitat: 0&lt;br /&gt;
*Base Food Production: 0&lt;br /&gt;
*Resource Maximum: 100,000&lt;br /&gt;
&lt;br /&gt;
===Arid planets===&lt;br /&gt;
Desert planets, these have pole to pole deserts and are incredibly hard to live on. Only the hardest people live on these planet sized Saharas without environmentally controlled dome environments and mechanized food production.&lt;br /&gt;
&lt;br /&gt;
*Structure Limit: 32&lt;br /&gt;
*Infantry Limit: 32&lt;br /&gt;
*Base Habitat: 40&lt;br /&gt;
*Base Food Production: 10&lt;br /&gt;
*Resource Maximum: 400,000&lt;br /&gt;
&lt;br /&gt;
===Ice planets===&lt;br /&gt;
Frozen over ocean planets, these balls of ice give the hardest challenges for colonists, sporting subzero surface temperatures and constant snowstorms across much of the planet.&lt;br /&gt;
&lt;br /&gt;
*Structure Limit: 32&lt;br /&gt;
*Infantry Limit: 32&lt;br /&gt;
*Base Habitat: 20&lt;br /&gt;
*Base Food Production: 30&lt;br /&gt;
*Resource Maximum: 200,000&lt;br /&gt;
&lt;br /&gt;
===Ocean planets===&lt;br /&gt;
These planets are covered all over by miles deep ocean. No landmasses rise above the ocean save for occasional small islands and archipelagos. These planets are quite capable of supporting life, but have small base habitats due to the lack of usable land.&lt;br /&gt;
&lt;br /&gt;
*Structure Limit: 32&lt;br /&gt;
*Infantry Limit: 32&lt;br /&gt;
*Base Habitat: 20&lt;br /&gt;
*Base Food Production: 60&lt;br /&gt;
*Resource Maximum: 300,000&lt;br /&gt;
&lt;br /&gt;
===Terran planets===&lt;br /&gt;
Gems in a sea of rocks, these are the planets most like Humanity's homeworld Earth. Reasonable surface temperatures and adequate water supplies make these the most habitable planets in the known systems. The comparable ease of life on these planets also lends to their ability to support more resources than the other planet types, and makes them attractive for hosting Shipyards.&lt;br /&gt;
&lt;br /&gt;
*Structure Limit: 32&lt;br /&gt;
*Infantry Limit: 32&lt;br /&gt;
*Base Habitat: 50&lt;br /&gt;
*Base Food Production: 50&lt;br /&gt;
*Resource Maximum: 600,000&lt;br /&gt;
&lt;br /&gt;
===Home planets===&lt;br /&gt;
Home planets are the homeworlds of the 3 Factions in Darkspace. These planets, due to their positions as the capitals and economic centers of their respective civilizations, are able to support more structures and improvements than the average planet, supporting 40 over the normal 32.&lt;br /&gt;
&lt;br /&gt;
Earth - Homeworld for the [[UGTO]] and for humanity in general. Third planet of the Sol system.&lt;br /&gt;
&lt;br /&gt;
Exathra - Homeworld for the [[ICC]], proclaimed the capital after the ICC sucession from UGTO control. Fourth planet of the CD+36*15693 system.&lt;br /&gt;
&lt;br /&gt;
Sag Hothha - Homeworld for the [[K'luth]] species. According to K'luth histories, actually the second K'luth homeworld after the destruction of the first at the hands of a mysterious machine based race, believed by many to be the [[MI]]. Moon of the 6th planet in the Sirius A system.&lt;br /&gt;
&lt;br /&gt;
*Structure Limit: 40&lt;br /&gt;
*Infantry Limit: 40&lt;br /&gt;
*Base Habitat: 75&lt;br /&gt;
*Base Food Production: 75&lt;br /&gt;
*Resource Maximum: 1,000,000&lt;br /&gt;
&lt;br /&gt;
==Planetary Events==&lt;br /&gt;
Every 5 minutes, a planetary event can take place on a planet. Any of seven following events can occur:-&lt;br /&gt;
:*Plague&lt;br /&gt;
:*Revolution&lt;br /&gt;
:*Mining Find&lt;br /&gt;
:*Economic Boom&lt;br /&gt;
:*Global Recession&lt;br /&gt;
:*Worker Strike&lt;br /&gt;
:*Smugglers&lt;br /&gt;
&lt;br /&gt;
===Revolution===&lt;br /&gt;
Revolution is an event that may occur when the morale of a planet is &amp;quot;Low&amp;quot;. It has a random chance of occurrence, and may subside without negative impacts or result in a decrease in allegiance.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with &amp;quot;okay&amp;quot; morale (0.6 on a scale of 0 to 1. High is considered .95 or higher) and we have hit the random event to have a revolution.&lt;br /&gt;
&lt;br /&gt;
First the game checks to see if we have a revolution happening already. If we do, we'll discuss that later. Let's assume we don't. A roll is made between zero and 99. The chance of revolution is:-&lt;br /&gt;
 Random(0, 99) &amp;gt; [(Morale * 100) + 40] (including both zero and 99, so 100 numbers).&lt;br /&gt;
That means that at &amp;quot;Okay&amp;quot; morale, there would never be a chance of a revolution, because (0.6 * 100) + 40 is greater than 99 at all times. Only when you have &amp;quot;low&amp;quot; morale (0.59 morale or less) are you at risk for a revolution.&lt;br /&gt;
&lt;br /&gt;
Now, let's assume there is a revolution event active, and you hit another revolution event!&lt;br /&gt;
The game then does the following: Make another roll.&lt;br /&gt;
 Random(0,99) &amp;gt; [(Morale * 100) + 50]&lt;br /&gt;
If that roll is higher than (morale * 100) + 50, then it checks the allegiance level. If the allegiance is at zero, the planet revolts to neutral control. If it is higher than zero, it reduces the allegiance level by 1 and reduces the allegiance progress to zero.&lt;br /&gt;
&lt;br /&gt;
If the roll wasn't higher then 25, the planet drops out of revolution state.&lt;br /&gt;
===Mining Find===&lt;br /&gt;
Mining Find is an event that affects the resource mining output of a planet. If there is a Mining find event on a planet, then the mining output of that planet is multiplied by 4 for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine.&lt;br /&gt;
 Mining output = Sum of Mining of each structure&lt;br /&gt;
= 5 + (5 * 2) + 9 = 24&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Mining Find event on this planet, the net mining output becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * 4 = 96&lt;br /&gt;
&lt;br /&gt;
===Economic Boom===&lt;br /&gt;
Economic Boom is an event that affects the resource production level of a planet. If there is a Boom event on a planet, the production level of that planet is multiplied by 2 for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have a Factory on the planet.&lt;br /&gt;
 Production level = Sum of production of each structure on planet&lt;br /&gt;
= 1 + 1 = 2&lt;br /&gt;
There are only 2 types of structures (Colony hub and Factory) in-game which give 1 Production each. So Production level can also be calculated as the number of these structures present on a planet.&lt;br /&gt;
&lt;br /&gt;
 Resource output = Net Mining output * Net Production level&lt;br /&gt;
= 24 * (1 + 1) = 48 Resources per 10 seconds&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Boom event on this planet, the net resource production becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * (2 * 2) = 96 Resources per 10 seconds&lt;br /&gt;
 &lt;br /&gt;
===Worker Strike===&lt;br /&gt;
Worker Strike is an event that affects the resource mining output of a planet. If there is a Strike event on a planet, then the mining output of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 2 Deep Core mines.&lt;br /&gt;
 Mining output = Sum of Mining of each structure&lt;br /&gt;
= 5 + (5 * 2) + (9 * 2) = 33&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Strike event on this planet, the net mining output becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
33 ÷ 2 = 16 (rounded down from 16.5)&lt;br /&gt;
&lt;br /&gt;
===Smugglers===&lt;br /&gt;
Smugglers is an event that affects the resource production level of a planet. If there is a Smugglers event on a planet, the production level of that planet is divided by 2, and rounded down to the nearest integer, for the duration of the event.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with 1 Colony Hub, 2 Mines and 1 Deep Core mine. We also have 2 Factories on the planet.&lt;br /&gt;
 Production level = Sum of production of each structure on planet&lt;br /&gt;
= 1 + (1 + 1) = 3&lt;br /&gt;
&lt;br /&gt;
 Resource output = Net Mining output * Net Production level&lt;br /&gt;
= 24 * 3 = 72 Resources per 10 seconds&lt;br /&gt;
&lt;br /&gt;
Now, if there is a Smugglers event on this planet, the net resource production becomes:-&amp;lt;br&amp;gt;&lt;br /&gt;
24 * (3 ÷ 2) = 24 * 1 (rounded down from 1.5) = 24&lt;br /&gt;
&lt;br /&gt;
*It is worth noting, that if a Planet's net production level is 1 and the planet has a Smuggler event ongoing, then there will be no resources produced.&amp;lt;br&amp;gt;&lt;br /&gt;
Let us assume we have a planet with X mining output, and a net production level of 1. A Smuggler event is also active.&lt;br /&gt;
Resource output = X * (1 ÷ 2) = X * (0.5) = X * 0 (rounded down from 0.5) = 0&lt;br /&gt;
&lt;br /&gt;
Engineers are advised to keep such scenarios in mind when building planets.&lt;br /&gt;
&lt;br /&gt;
==Test Planet==&lt;br /&gt;
&lt;br /&gt;
{{Planet|planetName=Slinki|planetImage=Testplanet|type=Barren|structlimit=40|Inflimit=40|basehab=10|foodprod=100|rescap=60}}&lt;br /&gt;
&lt;br /&gt;
The planet Slinki is a barren, horrible wasteland, but with a very tiny patch of grass where a few slinki's frolick and enjoy life.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Template:Engine&amp;diff=2848</id>
		<title>Template:Engine</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Template:Engine&amp;diff=2848"/>
		<updated>2012-08-12T09:49:17Z</updated>

		<summary type="html">&lt;p&gt;Raje: fixed another oops :(&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:285px;text-align:justified;border:solid white 1px&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:bold;&amp;quot;&lt;br /&gt;
!colspan=2|{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|[[image:{{{engineimage}}}.png|225px]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction: || {{{faction}}}&lt;br /&gt;
|-&lt;br /&gt;
|Velocity: || {{{speed}}}&lt;br /&gt;
|-&lt;br /&gt;
|Thrust: || {{{thrust}}} * Level)&lt;br /&gt;
|-&lt;br /&gt;
|Energy capacity: || {{{energy}}} Units&lt;br /&gt;
|-&lt;br /&gt;
|Energy generation: || {{{regen}}}) per second&lt;br /&gt;
|-&lt;br /&gt;
|Resource Cost: || {{{resource}}} Resources&lt;br /&gt;
|-&lt;br /&gt;
|Technology Need: || {{{tech}}} Technology&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Template:Engine&amp;diff=2847</id>
		<title>Template:Engine</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Template:Engine&amp;diff=2847"/>
		<updated>2012-08-12T09:46:45Z</updated>

		<summary type="html">&lt;p&gt;Raje: fixed an oops :)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:285px;text-align:justified;border:solid white 1px&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:bold;&amp;quot;&lt;br /&gt;
!colspan=2|{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|[[image:{{{engineimage}}}.png|225px]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction: || {{{faction}}}&lt;br /&gt;
|-&lt;br /&gt;
|Velocity: || {{{speed}}}&lt;br /&gt;
|-&lt;br /&gt;
|Thrust: || {{{thrust}}}) &lt;br /&gt;
|-&lt;br /&gt;
|Energy capacity: || {{{energy}}} Units&lt;br /&gt;
|-&lt;br /&gt;
|Energy generation: || {{{regen}}}) per second&lt;br /&gt;
|-&lt;br /&gt;
|Resource Req: || {{{resource}}}&lt;br /&gt;
|-&lt;br /&gt;
|Tech Req: || {{{tech}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Template:Engine&amp;diff=2846</id>
		<title>Template:Engine</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Template:Engine&amp;diff=2846"/>
		<updated>2012-08-12T09:44:15Z</updated>

		<summary type="html">&lt;p&gt;Raje: template for engines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;float:right;width:285px;text-align:justified;border:solid white 1px&amp;quot;&lt;br /&gt;
|- style=&amp;quot;font-style:bold;&amp;quot;&lt;br /&gt;
!colspan=2|{{{name}}}&lt;br /&gt;
|-&lt;br /&gt;
!colspan=2|[[image:{{{engineimage}}}.png|225px]]&lt;br /&gt;
|-&lt;br /&gt;
|Faction: || {{{faction}}}&lt;br /&gt;
|-&lt;br /&gt;
|Velocity: || {{{speed}}}&lt;br /&gt;
|-&lt;br /&gt;
|Thrust: || {{{thrust}}}&lt;br /&gt;
|-&lt;br /&gt;
|Energy capacity: || {{{energy}}} Units&lt;br /&gt;
|-&lt;br /&gt;
|Energy generation: || {{{regen}}}) per second&lt;br /&gt;
|-&lt;br /&gt;
|Resource Req: || {{{resource}}}&lt;br /&gt;
|-&lt;br /&gt;
|Tech Req: || {{{tech}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Impulse_Drives&amp;diff=2845</id>
		<title>Impulse Drives</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Impulse_Drives&amp;diff=2845"/>
		<updated>2012-08-12T09:38:39Z</updated>

		<summary type="html">&lt;p&gt;Raje: inserted template for engines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Impulse Drives are propulsion devices used by [[Ship|Ships]] to travel at sublight speeds and are also the main energy generating devices onboard a starship. Both Human factions use the same styles of engines while the alien K'luth use engines based of their own unique organic technology. &lt;br /&gt;
&lt;br /&gt;
==Human Engines==&lt;br /&gt;
These engines are used by the UGTO and ICC ships and the salvaged Pirate ships, and are technologically based.&lt;br /&gt;
&lt;br /&gt;
====Ion Engines====&lt;br /&gt;
{{Engine|name=Ion Engine|faction=UGTO, ICC, Pirates|speed=100%|thrust=6.00 + (0.25|energy=32|regen=0.52}}&lt;br /&gt;
Stock engine for human ships which provides highest speed and lowest energy supply.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
====Atomic Fusion Engines====&lt;br /&gt;
{{Engine|name=Atomic Fusion Engine|faction=UGTO, ICC, Pirates|speed=105%|thrust=6.75 + (0.3|energy=30|regen=0.44}}&lt;br /&gt;
Uses nuclear fusion to provide lesser speed and more energy supply.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
====Proton Fusion Engines====&lt;br /&gt;
{{Engine|name=Proton Fusion Engine|faction=UGTO, ICC, Pirates|speed=95%|thrust=5.5 + (0.2|energy=34|regen=0.62}}&lt;br /&gt;
Provides least speed and the greatest energy supply.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==K'Luth Engines==&lt;br /&gt;
The engines are used by the alien K'luth and are organically based, eschewing the technology used by the human factions.&lt;br /&gt;
&lt;br /&gt;
====Psionic Inference Engines====&lt;br /&gt;
{{Engine|name=Psionic Inference Engine|faction=K'Luth|speed=100%|thrust=6.00 + (0.25|energy=32|regen=0.52}}&lt;br /&gt;
Stock engine provides less speed and more energy supply.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
====AntiMatter Engines====&lt;br /&gt;
{{Engine|name=Antimatter Engine|faction=K'Luth|speed=115%|thrust=6.85 + (0.325|energy=29|regen=0.44}}&lt;br /&gt;
Provides highest sublight speed and lowest energy supply.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Infantry&amp;diff=2832</id>
		<title>Infantry</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Infantry&amp;diff=2832"/>
		<updated>2012-08-11T04:21:03Z</updated>

		<summary type="html">&lt;p&gt;Raje: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Infantry are assault Soldiers trained on [[Planets]] and used to attack enemy forces and [[Planetary Structures|Structures]] on planets, as well as to capture enemy [[Ship|Ships]]. Having Infantry on the ground can help capture enemy planets, as well as defend your own from enemy capture. Infantry are produced by Barracks automatically as long as the prerequisite amount of resources are present and there are still Infantry spaces available on the planet. Each planet can have a maximum of 32 Infantry, with the exception of the Home Worlds, which can have a maximum of 40. Infantry can be scrapped to add a population unit to the planet they're stationed on.&lt;br /&gt;
&lt;br /&gt;
Infantry can be stored in your ship's cargo bay, taking up a space much like a [[Resource]] unit. Infantry can be ferried to other planets by this method or dropped on enemy vessels to attempt capturing hostile forces. Infantry carried in your cargo bay can also be used to defend against [[Capturing#Ship_Capturing|Capture]] attempts.&lt;br /&gt;
&amp;lt;!-- we have a page in the manual which explains capture mechanism for ship capturing, don't need to mention it here. --&amp;gt;&lt;br /&gt;
==Infantry Types==&lt;br /&gt;
There are two types of infantry, standard and heavy. K'luth variants of Infantry are functionally identical, but are renamed as the &amp;quot;Drone&amp;quot; and the &amp;quot;Drone Berserker&amp;quot; respectively. Both are produced by Barracks. Heavy Infantry and Drone Berserkers are stronger than their regular counterparts, but take more resources and time to create.&lt;br /&gt;
&lt;br /&gt;
:*Infantry and Drones take 25 resources and 2 minutes to train.&lt;br /&gt;
:*Heavy Infantry and Drone Berserkers take 150 resources, a planet Technology rating of 10 or more, and 4 minutes to train.&lt;br /&gt;
&lt;br /&gt;
==Infantry Ranks==&lt;br /&gt;
As Infantry engage in combat they gain experience, and raise in stature and ability the more experience they obtain. Upon reaching certain levels of experience, Infantry units will rank up, making them more powerful. Experience can also be gained by being stationed on a planet, but Infantry can only be trained to the &amp;quot;Trained&amp;quot; level by this manner, any additional experience must be obtained in live combat.&lt;br /&gt;
&lt;br /&gt;
The rank list for infantry is, from lowest to highest:&lt;br /&gt;
:*Conscript (starting rank) &lt;br /&gt;
:*Recruit &lt;br /&gt;
:*Rookie &lt;br /&gt;
:*Trained (maximum level units can be trained to by planetary barracks) &lt;br /&gt;
:*Skilled &lt;br /&gt;
:*Experienced &lt;br /&gt;
:*Hardened &lt;br /&gt;
:*Elite &lt;br /&gt;
:*Heroic &lt;br /&gt;
:*Legendary&lt;br /&gt;
&lt;br /&gt;
==Using Infantry in combat==&lt;br /&gt;
Infantry can be commanded to use certain attack styles during their assault on enemy planets.&lt;br /&gt;
:In the default mode, Infantry will automatically head towards and attack enemy units on the same planet that they're on but will ignore sturctures. This mode is useful for removing hostile Infantry from a planet while leaving the structures intact.&lt;br /&gt;
&lt;br /&gt;
:Under the command to &amp;quot;Defend&amp;quot;, infantry will station themselves at a location on the planet surface and stay there. They will engage enemy infantry if they can be attacked, but they will not pursue or retreat. This mode is best used for defending planetary structures from enemy infantry.&lt;br /&gt;
&lt;br /&gt;
:Additionally, Infantry can be ordered to enter &amp;quot;Raze&amp;quot; mode where they will attack enemy structures, slowly doing damage to them if they're on top of the same planetary slot as the bulding. Infantry in &amp;quot;Raze&amp;quot; mode will ignore enemy Infantry units and only target structures. This mode is used to weaken a planet's ground based defenses to make a capture easier.&lt;br /&gt;
&lt;br /&gt;
==AI Infantry variants==&lt;br /&gt;
The NPC factions [[Pirates]] and [[MI]] both have unique Infantry types suited for their factions.&lt;br /&gt;
&lt;br /&gt;
===Pirate Raider===&lt;br /&gt;
The feared swashbuckling maruader, raiders are experienced pirates and are spawned by the use of the [[DropPod]] gadget equpped only on Pirate vessels. These brigands are spawned automatically at Elite level and receive a bonus for capturing ships.&lt;br /&gt;
&lt;br /&gt;
===Automaton===&lt;br /&gt;
Ground assaults on planets captured by the mysterious [[MI]] race of sentient machines has revealed the MI use an intelligent and increidibly dangerous secruity robot type as an analogue to Infantry. A unit of these &amp;quot;Automatons&amp;quot; is much more powerful than a comparable unit of Human or K'luth Infantry and assaults planned on MI worlds are urged to take this fact into consideration.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Ship&amp;diff=2820</id>
		<title>Ship</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Ship&amp;diff=2820"/>
		<updated>2012-08-01T16:31:14Z</updated>

		<summary type="html">&lt;p&gt;Raje: incomplete integration of mass and thrust&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Characteristics==&lt;br /&gt;
Any ship in DarkSpace has the following basic characteristics :-&lt;br /&gt;
===Mass===&lt;br /&gt;
Ship masses are individually set for each ship, but generally, the ''base mass'' of a ship hull is: &lt;br /&gt;
&lt;br /&gt;
:*Scout: 5 &lt;br /&gt;
:*Frigate: 6 &lt;br /&gt;
:*Destroyer: 12 &lt;br /&gt;
:*Cruiser: 16 &lt;br /&gt;
:*Dread: 28 &lt;br /&gt;
:*Assault Dread: 31 &lt;br /&gt;
:*Station: Varies between 73 and 83 &lt;br /&gt;
&lt;br /&gt;
Two gadgets contribute to the mass of a ship, which are Armor and Jump Disruptor. The formula for mass added is: &lt;br /&gt;
 Armor: &amp;lt;Current hp&amp;gt; / 125000 (One arc of UGTO standard armor on a dread adds about .95 mass) &lt;br /&gt;
 Jump Disruptors: 4 mass if active, 2 if not active &lt;br /&gt;
&lt;br /&gt;
The total mass of a ship is calculated as follows :-&lt;br /&gt;
 Base mass + Mass of armor + Special mass (interdictor device)&lt;br /&gt;
So if a UGTO interdictor cruiser with standard armor is taken for example, its mass is 16 + (8 * 0.85) + 2 = 24.8 mass&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Now that we have our mass numbers, let’s talk about thrust. Thrust is set by hull type + gadgets that add thrust so here are the numbers: &lt;br /&gt;
&lt;br /&gt;
Scout: .5 &lt;br /&gt;
Frigate: .65 &lt;br /&gt;
Destroyer: 4 &lt;br /&gt;
Cruiser: .5 &lt;br /&gt;
Dread: .5 &lt;br /&gt;
Assault Dread: .5 &lt;br /&gt;
Station: .5 &lt;br /&gt;
&lt;br /&gt;
Only engines add thrust right now (note: If damaged, they do add less thrust) and the numbers are: &lt;br /&gt;
&lt;br /&gt;
AFE and AME: 6.84 + (level() * 0.28) &lt;br /&gt;
IE and PIE: 6.00 + (level() * 0.25) &lt;br /&gt;
PFE: 5.26 + (level() * 0.22) &lt;br /&gt;
&lt;br /&gt;
Station AFE and AME: 48.2 &lt;br /&gt;
Station IE and PIE: 42.5 &lt;br /&gt;
Station PFE: 37.3 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Right, so let’s get some dummy numbers up for our formula. Let’s take the UGTO EAD which has the following numbers: &lt;br /&gt;
&lt;br /&gt;
Base Mass: 31 &lt;br /&gt;
Mass added from Armor: .95 per armor, 9 armor total so 8.55 mass added &lt;br /&gt;
Total Mass: 39.55 &lt;br /&gt;
&lt;br /&gt;
Base Thrust: .5 &lt;br /&gt;
Thrust added from engines: 7.75 per engine, 4 engines total so 31 thrust added &lt;br /&gt;
Total Thrust: 31.5 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Acceleration is calculated by thrust divided by mass or 31.5 / 39.55 = .796 ish. That means the EAD will accelerate at about .8 gu/s &lt;br /&gt;
&lt;br /&gt;
Ship turning is calculated by the ships base yaw divided by mass and then adding a tenth of max acceleration. An Assault Dread’s base turning is 3.14 so we get: &lt;br /&gt;
&lt;br /&gt;
Turning speed = (3.14 / 39.55) + (.8 / 10) = .15 radians per second or about 8.5 degrees per second &lt;br /&gt;
&lt;br /&gt;
After all these calculations, modifiers from ship enhancements are added &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Velocity is calculated separately and is a combination of the base velocity of the ship hull + the velocity of the engines. There’s no need to show these numbers because basic math from looking at ships in game will tell you them. &lt;br /&gt;
&lt;br /&gt;
Energy’s only relation to velocity/mass/thrust is that engines produce less energy linearly at higher speed (meaning if your engines are operating at 50% max speed they only produce 50% as much energy)&lt;br /&gt;
&lt;br /&gt;
==Types==&lt;br /&gt;
A multitude of ships exist in Darkspace. They are divided up into 9 distinct hull types:&lt;br /&gt;
&lt;br /&gt;
:*'''Combat'''&lt;br /&gt;
&lt;br /&gt;
[[Scout]]&lt;br /&gt;
&lt;br /&gt;
[[Frigate]]&lt;br /&gt;
&lt;br /&gt;
[[Destroyer]]&lt;br /&gt;
&lt;br /&gt;
[[Cruiser]]&lt;br /&gt;
&lt;br /&gt;
[[Dreadnought]]&lt;br /&gt;
&lt;br /&gt;
[[Station]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
:*'''Support'''&lt;br /&gt;
&lt;br /&gt;
[[Supply]]&lt;br /&gt;
&lt;br /&gt;
[[Transport]]&lt;br /&gt;
&lt;br /&gt;
[[Engineer]]&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Cannons&amp;diff=2783</id>
		<title>Cannons</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Cannons&amp;diff=2783"/>
		<updated>2012-07-28T07:06:50Z</updated>

		<summary type="html">&lt;p&gt;Raje: gauss and ion cannon images&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;&lt;br /&gt;
 ''&amp;quot;200 years, 3 stellar conflicts... We've developed fusion warheads and proton cruise missiles. And yet, here we are. Still shooting bullets.&amp;quot;''&lt;br /&gt;
: -- Captain Angela Settle, on lamenting the futility of engaging a UGTO Carrier without reloading her Railgun ammo stockpiles&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Cannons''' are projectile based weapons that are designed to provide a sustained front of damage towards enemy ships. They combine energy efficiency, accuracy, and power to make for the go-to standard armaments for mid-range combat ships. &lt;br /&gt;
&lt;br /&gt;
When fired, with the exclusion of core weapons, multiple rounds are fired towards the target ship. Onboard ship computers calculate the angle needed to fire based on the ships current speed and trajectory when fired. However, this does no guarantee a hit. Cannon fire can and should be dodged when possible, as it provides a ship with the most sustained damage of weapon types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Cannons==&lt;br /&gt;
&lt;br /&gt;
There are three tiers of cannons - Standard, Heavy, and Core. Standard Cannons are found on most ships. Heavy Cannons are an upgraded version, doing the damage of 2 standard cannons and can be found on larger capital ships. Core weapons are the equivalent of 2 Heavy Cannons, and are the most powerful. They are usually found only on the largest of ships.&lt;br /&gt;
&lt;br /&gt;
===Particle Cannon===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{WeaponRight|weaponImage=Pcannon|faction=[[UGTO]]|type=Cannon|range=925 GU|damage=Kinetic|energy=High|Magazine=Unlimited|resource=60|tech=5}}&lt;br /&gt;
&lt;br /&gt;
The UGTO Particle Cannon is the most common, and most favorable, cannon among captains for its reliability, manageable power usage, sustainable damage, and excellent range. This weapon functions by drawing power directly from the ships main engines, containing charged sub-atomic particles in a magnetically charged sphere. Once charged, the sphere is transferred to the cannon itself, where it can be sustained until ready to fire. Since the cannon fires in a five round burst however, a cannon will not be ready to be fired until five charged rounds are held in containment for that weapon.&lt;br /&gt;
&lt;br /&gt;
Due to its energy based nature, the Particle Cannon is only limited by the energy reserves of the ship in regards to ammo. However one major drawback to the weapon is that as the round travels, the magnetic field surrounding the charged particles begins to weaken, commanders are advised to close the distance as much as possible before firing.&lt;br /&gt;
&lt;br /&gt;
The Particle Cannon can replace the EMP Cannon on available allied worlds, for 60 resources and 5 technology.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Heavy Particle Cannon===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{WeaponLeft|weaponImage=heavypcannon|faction=[[UGTO]]|type=Cannon|range=925 GU|damage=Kinetic|energy=High|Magazine=Unlimited|resource=120|tech=10}}&lt;br /&gt;
&lt;br /&gt;
Realizing the need for a heftier armament, UGTO engineers came up with a way to better stabilize the magnetic capture of the sub-atomic particles and thus a heavier payload could be formed. Thus, the Heavy Particle Cannon was developed, capable of dishing out twice the firepower of a normal particle cannon and improved range. However, as it was a larger mount and required a specialized framework, it can not replace existing smaller Particle Cannons.&lt;br /&gt;
&lt;br /&gt;
The Heavy Particle Cannon is found on a few specialized, smaller capital ships, but its mostly reserved for Cruisers and Dreadnought class capitals.&lt;br /&gt;
&lt;br /&gt;
It can replace the Heavy EMP Cannon on available allied worlds, for 120 resources and 10 technology.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Electro-Magnetic Pulse Cannon===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{WeaponRight|weaponImage=empcannon|faction=[[UGTO]]|type=Cannon|range=725 GU|damage=EMP|energy=Low|Magazine=Unlimited|resource=150|tech=25}}&lt;br /&gt;
&lt;br /&gt;
The UGTO Electromagnetic Pulse weapon is a replacement option for the standard Particle Cannon. For UGTO commanders that prefer to take the rebels alive, this cannon's primary function is to do system damage, potentially disabiling enemy ships. It does however, do very little damage to all types of shields, armor, and hull, so it is best used in combination with other weapons (such as torpedos) to punch through the outer layers; the shielding of even the thinnest armor prevents system damage.&lt;br /&gt;
&lt;br /&gt;
Unlike the Particle cannon, it is fired in a four round burst, due to a common (but largely debunked) UGTO superstition that excessive firing of the cannon would disable their own ship.&lt;br /&gt;
&lt;br /&gt;
Like all UGTO cannons, this weapon suffers from diminishing returns at extreme ranges, commanders are advised to use their primary armaments as close as possible for maximum effectiveness. &lt;br /&gt;
&lt;br /&gt;
This weapon requires no ammo, and may be purchased from available friendly planets for 150 resources and 25 technology. &lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Heavy EMP Cannon===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{WeaponLeft|weaponImage=heavyempcannon|faction=[[UGTO]]|type=Cannon|range=725 GU|damage=EMP|energy=Low|Magazine=Unlimited|resource=300|tech=45}}&lt;br /&gt;
&lt;br /&gt;
Once the UGTO engineers discovered how to develop a heavier payload for the Particle Cannon, it wasn't long before they applied the same technology towards the EMP cannon. Delievering twice the payload of a normal EMP round, the Heavy EMP is mostly found on a few specialized smaller capital ships but is mostly used on Cruisers and Dreadnought capital ships.&lt;br /&gt;
&lt;br /&gt;
It can replace the Heavy Particle Cannon on available allied worlds, for 300 resources and 45 technology.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
===Railgun===&lt;br /&gt;
&lt;br /&gt;
{{WeaponRight|weaponImage=railgun|faction=[[ICC]]|type=Cannon|range=1225 GU|damage=Medium|energy=Kinetic|Magazine=90|resource=30|tech=5}}&lt;br /&gt;
&lt;br /&gt;
The is the standard cannon device for most ICC ships, with a Magazine of 90 rounds and the ability to fire 5 accelerated projectiles every 3 seconds. Captains are notified that the Railgun provides the same yield regardless of distance or time. &lt;br /&gt;
&lt;br /&gt;
The Railgun works in a sequential launch sequence, collecting a preloaded projectile in it's firing chamber and charging it with magnetic energy, once the order for launch has been given, the chamber floor pushes the projectile into the barrel, where rings of super magnetic coils accelerate the projectile to near light speeds. This occurs at a standard rate of 5 projectiles every 3 seconds to ensure the Railgun does not overheat, but evidence from recent pirate skirmishes shows that this can be increased when required.&lt;br /&gt;
&lt;br /&gt;
The standard Railgun costs a Captain 30 resources and can only be bought from suppliers with a technology rating of 5 or higher.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Heavy Railgun===&lt;br /&gt;
&lt;br /&gt;
{{WeaponLeft|weaponImage=heavyrailgun|faction=[[ICC]]|type=Cannon|range=1225 GU|damage=Kinetic|energy=Low|Magazine=90|resource=60|tech=10}}&lt;br /&gt;
&lt;br /&gt;
The Heavy Railgun is the higher powered version of the standard Railgun, featuring the same magazine and rate of fire but with a bigger charge yield. Captains are notified that the Heavy Railgun provides the same yield regardless of distance or time.&lt;br /&gt;
&lt;br /&gt;
The Heavy railgun uses the same chamber firing and magnetic coil system to launch it's Projectiles at near light speeds, however the barrel has been expanded to allow for a larger projectile, often containing an additional shaped charge.&lt;br /&gt;
&lt;br /&gt;
The Heavy Railgun costs a Captain 60 resources and can only be bought from suppliers with a technology rating of 10 or higher.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Gauss Gun===&lt;br /&gt;
&lt;br /&gt;
{{WeaponRight|weaponImage=Gauss-Gun|faction=[[ICC]] &lt;br /&gt;
|type=Cannon|range=1410 GU|damage=Kinetic|energy=Low|Magazine=100|resource=30|tech=5}}&lt;br /&gt;
 &lt;br /&gt;
The Gauss Cannons boasts a longer range, more damage per projectile and ammo than Railguns. It uses 3 coils to accelerate projectile by activating/deactivating each of them in order which increases energy useage and limits the cannnon to fire only 2 shots per volley; but has the fastest projectile speed, which makes it good for sniping and hunting smaller ships.&lt;br /&gt;
&lt;br /&gt;
The red trail commonly seen behind Gauss projectiles is the exhuast trail from a small rocket motor on the backend of the Gauss projectile. This motor fires immediatly after launch to increase the projectiles velocity as it flies, making the Gauss Gun actually do ''more'' damage the longer range you are from the target.&lt;br /&gt;
&lt;br /&gt;
The Gauss Gun can be switched out at friendly worlds for the Railgun. Buying a Gauss Gun will set an aspiring back 30 resources and can only be bought at planets with a tech rating of 5 or higher.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Heavy Gauss Gun===&lt;br /&gt;
&lt;br /&gt;
{{WeaponRight|weaponImage=heavygaussgun|faction=[[ICC]] &lt;br /&gt;
|type=Cannon|range=1410 GU|damage=Kinetic|energy=Low|Magazine=90|resource=30|tech=5}}&lt;br /&gt;
&lt;br /&gt;
A larger, meaner version of the Gauss gun, The Heavy Gauss Gun takes everything about the Gauss Gun and makes it bigger. The Triple-Magnetic Accelerator has been oversized to project a much larger bullet to speeds still comparable to regular Gauss projectiles. Energy costs are doubled in comparison to the original Gauss device to accomodate these changes.&lt;br /&gt;
&lt;br /&gt;
The rocket motor accelerator on the aft of the Heavy Gauss bullet has been proportionatly sized to the increased mass of the projectile, the increase in velocity during the projectiles flight is identical to that of the original version.&lt;br /&gt;
&lt;br /&gt;
The Heavy Gauss Gun can be bought at suppliers with a tech rating over 5 for 30 resources.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Psi Cannon===&lt;br /&gt;
&lt;br /&gt;
{{WeaponRight|weaponImage=psicannon|faction=[[K'Luth]]|type=Cannon|range=660 GU|damage=Low|energy=Psi, Kinetic|Magazine=Unlimited|resource=x|tech=x}}&lt;br /&gt;
&lt;br /&gt;
UGTO scientists are still baffled by the exact origin and operation of the alien K'luth's Psi Cannon but field sensor readings seem to indicate that the projectiles are actually psionic projections from the mind of the ship itself. The organic ships the K'luth favor are shown to have very strong minds, capable of coalescing enough psionic energy in a small area to fold space in that area, as if it were a strong gravitic field. The cannon mount itself acts to shape the ball of energy and give it a direction. The psionic burst is launched out of the cannon in pieces, giving the K'luth cannons multiple projectiles per charge. Creating and sustaining these psionic balls fatigues the ship, an analog to the energy demands of the human factions conventional weaponry. The psionic bursts also tend to lose cohesion over time while in flight, meaning additional range weakens the projectiles effectiveness.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Heavy Psi Cannon===&lt;br /&gt;
&lt;br /&gt;
{{WeaponRight|weaponImage=heavypsiCannon|faction=[[K'Luth]]|type=Cannon|range=660 GU|damage=Psi, Kinetic|energy=Low|Magazine=Unlimited|resource=x|tech=x}}&lt;br /&gt;
&lt;br /&gt;
A larger version of the psionic weaponry seen on K'luth ships. The stronger minds of the larger K'luth ship classes are capable of folding space much more so than their smaller compatriots, doing approximately double the damage. These larger psionic bursts require a larger cannon mount to shape and serve as a launch point. The largest K'luth warships can mount many of these cannons, making them a force to be reckoned with.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Plasma Cannon===&lt;br /&gt;
&lt;br /&gt;
{{WeaponRight|weaponImage=plasmacannon|faction=[[K'Luth]]|type=Cannon|range=640 GU|damage=Psi, Kinetic|energy=Low|Magazine=Unlimited|resource=x|tech=x}}&lt;br /&gt;
&lt;br /&gt;
Actually an admission to how effective the human weapons have been against the K'luth, the Plasma Cannon was recently designed to replicate the cannon styles seen in human vessels. Not based on the minds of the ship itself like the Psi Cannon, the Plasma cannon is a self-enclosed weapon platform. Waste gases from the organic ships normal biologic processes are funneled into a reaction chamber and excited to a high density plasma, then shaped into a projectile form and shot out into space. The volatile plasma bursts on contact with the target, spraying over a wide area of the enemy hull, burning everything it touches.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Heavy Plasma Cannon===&lt;br /&gt;
&lt;br /&gt;
{{WeaponRight|weaponImage=heavyplasmacannon|faction=[[K'Luth]]|type=Cannon|range=640 GU|damage=Psi, Kinetic|energy=Low|Magazine=Unlimited|resource=x|tech=x}}&lt;br /&gt;
&lt;br /&gt;
A larger version of the Plasma cannon, this version was adopted to replace the Heavy Psi Cannon. Functionally the same as the Plasma Cannon, this version does twice as much damage but takes twice as much energy to do it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Core Weapons==&lt;br /&gt;
===Quantum Singularity Torpedo===&lt;br /&gt;
&lt;br /&gt;
{{WeaponRight|weaponImage=qstcannon|faction=[[UGTO]]|type=Core|range=1050 GU|damage=Kinetic, Energy|energy=High|Magazine=80|resource=x|tech=x}}&lt;br /&gt;
&lt;br /&gt;
Developed by UGTO weapons scientists as the final answer to capital ships, the Quantum Singularity Torpedo behaves more like a semi-automatic cannon. Sub-atomic particles are suspended in a quantum state in a shaped charge, and using tremendous amounts of energy, can be fired over extreme distances. Upon contact, the charge ruptures, distorting the quantum state at the target site, ripping apart armor and hull alike, doing the damage equivalent of four standard particle cannons. Highly dangerous, many commanders were warned to take precautions when using these weapons, warnings that generally went unheeded.&lt;br /&gt;
&lt;br /&gt;
Several safety measures were finally undertaken when ICC sabatours managed to board an Elite Assault Dreadnought and detonate the entire cache of QST's currently onboard. There was not much left of the ship left to identify, and it is still strongly cautioned not to detonate QSTs in the immediate vicinity of allied ships for fear of any chain reaction.&lt;br /&gt;
&lt;br /&gt;
Alternative weapons at par with the weapon are yet to be developed and tested, so QST cannot be replaced with another weapon.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Ion Cannon===&lt;br /&gt;
&lt;br /&gt;
{{WeaponRight|weaponImage=Ion-Cannon|faction=[[ICC]]|type=Core|range=1290 GU|damage=Kinetic, Energy|energy=High|Magazine=100|resource=x|tech=x}}&lt;br /&gt;
&lt;br /&gt;
Ask any commander in the ICC fleet what weapon they wish they had more of and the answer you will always get is the Ion Cannon. A heavily modified version of the Gauss Gun, this weapon is almost indistinguishable from its original form. The Triple-Magnetic Accelerator underwent a complete overhaul, becoming more robust and capable of handling energies that would overload any other magnetic accelerator in use by ICC forces. The projectile itself was entirely replaced, as ICC scientists searched for a more powerful alternative. Eventually the weapon designers decided to use a new style of projectile. &lt;br /&gt;
&lt;br /&gt;
The new projectile wasn't a bullet like the Railgun or a rocket-assisted charge like the Gauss gun, but was a magnetic core surrounded by charged particles. The magnetic core would be loaded into the cannon, then attract charged ions loaded into the bay. The charge is shot out of the cannon at high velocity. On contact, the projectile does less direct damage then other Core weapons in use.&lt;br /&gt;
&lt;br /&gt;
The Ion cannon fires 2 shots per firing cycle, a holdover from its Gauss Gun roots, but with higher damage output and energy requirements.&lt;br /&gt;
&lt;br /&gt;
The Ion cannon is not replaceable due to lack of availability to most ICC forces, as well as to the costly upgrades required to field it. It is a high priority for ICC Strategic Command to get more Ion Cannons out on the front.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===Stellar Incinerator===&lt;br /&gt;
{{WeaponRight|weaponImage=sicannon|faction=[[K'Luth]]|type=Core|range=800 GU|damage=Psi, Energy|energy=High|Magazine=Unlimited|resource=x|tech=x}}&lt;br /&gt;
&lt;br /&gt;
The ultimate weapon in the K'luth arsenal, the Stellar Incinerator is a burst of tremendulous psionic waves, focused into plasma jet streams, and discharged by massive organelles. The explosive projectile charges towards the target at hair-raising velocities, and impacts causing deep ruptures into the target's superstructure. The violent energies then surge, causing absolute incineration of metal and engulfing the target in shock waves. Nuclear radiation is sometimes emitted during this surge.&lt;br /&gt;
&lt;br /&gt;
Smaller human ships engaged in the conflicts with the K'Luth occasionally report deaths and mental dysfunctions merely due to being too close to Mandible forces discharging Stellar Incinerators. They are mostly overshadowed by the number deaths which happen on survivor ships of K'Luth ambushes, before as well as after fleeing. The Trade Organisation's Senate was under criticism for attempting to formulate laws, which mandated that :-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt;By this Decree, any United World's Ship, if it has sustained multiple attacks of Stellar Incinerators by the K'Luth faction, must not move beyond it's Zone of War and maintain a stipulated distance of 500 Galactic Units from other U.W.S. military and trade ships. After declaration of &amp;quot;No Further Threat&amp;quot;, the said ship may undergo evacuation of alive and healthy ship crew ONLY. Any crew suspected of radiation poisoning must be denied evacuation.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Additionally, after completion of evacuation, the said ship shall be quarantined until further orders from the Galactic Senate, or be destroyed by designated warships after a period of 100 days, whichever event takes place earlier.&lt;br /&gt;
:::--War Policy (K'Luth) Sixth Draft, Galactic Senate, UGTO.&lt;br /&gt;
&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The Stellar Incinerator's devastating power can only be mounted upon K'Luth Mantes ([[Dreadnought]]s) and [[Station]] analogs. Currently, the Stellar Incinerator is unmatched in it's raw power and utilises unique mount structures, so it cannot be replaced in favour of any other array of weapons.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Planets&amp;diff=2782</id>
		<title>Planets</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Planets&amp;diff=2782"/>
		<updated>2012-07-27T11:06:00Z</updated>

		<summary type="html">&lt;p&gt;Raje: added revolt mechanics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Key components to Darkspace, planets are vital to strategic control as well as fueling the economy, making ships, mining [[Resource|Resources]],and many other tasks. Many are plain and bare some are firey infernos, some might be paradises and some may be big balls of gas. Each planet can support 32 Infantry units and 32 structures, with the exception of the Home Planets, which can hold 40 units and structures. &lt;br /&gt;
&lt;br /&gt;
==Planet Statistics==&lt;br /&gt;
Each planet has a varying degree of colonization and industrialization possible, whose factors are given below :-&lt;br /&gt;
*Base Habitat refers to the amount of population a planet can support with no additional [[Planetary Structures#Dome|Dome]] structures.&lt;br /&gt;
&lt;br /&gt;
*Base Food Production refers to how much food is produced per tick without additional food producing structures. Food is used to maintain the population, and if the population exceeds the food production, a global starvation begins.&lt;br /&gt;
&lt;br /&gt;
*Resource Maximum refers to the highest number of Resource units the planet is capable of holding at one time. Resources are used to build structures and ships if the planet hosts a [[Planetary Structures#Shipyard|Shipyard]].&lt;br /&gt;
&lt;br /&gt;
*Structure Limit refers to the maximum number of structures that can be constructed on a planet. Most planet types support 32, with the exception being Infernos and Gas giants not being able to support any structures, and Home planets supporting 40.&lt;br /&gt;
&lt;br /&gt;
===Gas planets===&lt;br /&gt;
Gas Giants are huge planets with thick atmospheres of Hydrogen and Helium. These planets have no surface, and as such are uninhabitable, but many support moons that can be colonized.&lt;br /&gt;
&lt;br /&gt;
===Inferno planets===&lt;br /&gt;
These are rocky planets that have an excess of volcanic activity, or are so close to their parent star that thier surface is molten. Surface temperatures easily reach into the thousands of degrees. These planets are uncolonizable and uncapturable.&lt;br /&gt;
&lt;br /&gt;
===Barren planets===&lt;br /&gt;
These planets are lumps of rock floating in space. Uninhabitable without structures, these planets are often used as resource providers for the more livable planets.&lt;br /&gt;
&lt;br /&gt;
*Structure Limit: 32&lt;br /&gt;
*Infantry Limit: 32&lt;br /&gt;
*Base Habitat: 0&lt;br /&gt;
*Base Food Production: 0&lt;br /&gt;
*Resource Maximum: 100,000&lt;br /&gt;
&lt;br /&gt;
===Arid planets===&lt;br /&gt;
Desert planets, these have pole to pole deserts and are incredibly hard to live on. Only the hardest people live on these planet sized saharas without envionmentally controlled dome enviroments and mechanized food production.&lt;br /&gt;
&lt;br /&gt;
*Sructure Limit: 32&lt;br /&gt;
*Infantry Limit: 32&lt;br /&gt;
*Base Habitat: 40&lt;br /&gt;
*Base Food Production: 10&lt;br /&gt;
*Resource Maximum: 400,000&lt;br /&gt;
&lt;br /&gt;
===Ice planets===&lt;br /&gt;
Frozen over ocean planets, these balls of ice give the hardest challenges for colonists, sporting subzero surface temperatures and constant snowstorms across much of the planet.&lt;br /&gt;
&lt;br /&gt;
*Structure Limit: 32&lt;br /&gt;
*Infantry Limit: 32&lt;br /&gt;
*Base Habitat: 20&lt;br /&gt;
*Base Food Production: 30&lt;br /&gt;
*Resource Maximum: 200,000&lt;br /&gt;
&lt;br /&gt;
===Ocean planets===&lt;br /&gt;
These planets are covered all over by miles deep ocean. No landmasses rise above the ocean save for occasional small islands and archipelagos. These planets are quite capable of supporting life, but have small base habitats due to the lack of usable land.&lt;br /&gt;
&lt;br /&gt;
*Structure Limit: 32&lt;br /&gt;
*Infantry Limit: 32&lt;br /&gt;
*Base Habitat: 20&lt;br /&gt;
*Base Food Production: 60&lt;br /&gt;
*Resource Maxixmum: 300,000&lt;br /&gt;
&lt;br /&gt;
===Terran planets===&lt;br /&gt;
Gems in a sea of rocks, these are the planets most like Humanities homeworld Earth. Reasonable surface temperatures and adequate water supplies make these the most habitable planets in the known systems. The comparable ease of life on these planets also lends to their ability to support more resources than the other planet types, and makes them attractive for hosting Shipyards.&lt;br /&gt;
&lt;br /&gt;
*Structure Limit: 32&lt;br /&gt;
*Infantry Limit: 32&lt;br /&gt;
*Base Habitat: 50&lt;br /&gt;
*Base Food Production: 50&lt;br /&gt;
*Resource Maximum: 600,000&lt;br /&gt;
&lt;br /&gt;
===Home planets===&lt;br /&gt;
Home planets are the homeworlds of the 3 Factions in Darkspace. These planets, due to their positions as the capitals and economic centers of their respective civilizations, are able to support more structures and improvements than the average planet, supporting 40 over the normal 32.&lt;br /&gt;
&lt;br /&gt;
Earth - Homeworld for the [[UGTO]] and for humanity in general. Third planet of the Sol system.&lt;br /&gt;
&lt;br /&gt;
Exathra - Homeworld for the [[ICC]], proclaimed the capital after the ICC sucession from UGTO control. Fourth planet of the CD+36*15693 system.&lt;br /&gt;
&lt;br /&gt;
Sag Hothha - Homeworld for the [[K'luth]] species. According to K'luth histories, actually the second K'luth homeworld after the destruction of the first at the hands of a mysterious machine based race, believed by many to be the [[MI]]. Moon of the 6th planet in the Sirius A system.&lt;br /&gt;
&lt;br /&gt;
*Structure Limit: 40&lt;br /&gt;
*Infantry Limit: 40&lt;br /&gt;
*Base Habitat: 75&lt;br /&gt;
*Base Food Production: 75&lt;br /&gt;
*Resource Maximum: 1,000,000&lt;br /&gt;
&lt;br /&gt;
==Planetary Events==&lt;br /&gt;
Every 5 minutes, a planetary event can take place on a planet. Any of seven following events can occur:-&lt;br /&gt;
:*Plague&lt;br /&gt;
:*Revolution&lt;br /&gt;
:*Mining Find&lt;br /&gt;
:*Economic Boom&lt;br /&gt;
:*Global Recession&lt;br /&gt;
:*Worker Strike&lt;br /&gt;
:*Smugglers&lt;br /&gt;
&lt;br /&gt;
===Revolution===&lt;br /&gt;
Revolution is an event that may occur when the morale of a planet is &amp;quot;Low&amp;quot;. It has a random chance of occurence, and may subside without negative impacts or result in a decrease in allegiance.&lt;br /&gt;
&lt;br /&gt;
Let's assume we have a planet with &amp;quot;okay&amp;quot; morale (0.6 on a scale of 0 to 1. High is considered .95 or higher) and we have hit the random event to have a revolution.&lt;br /&gt;
&lt;br /&gt;
First the game checks to see if we have a revolution happening already. If we do, we'll discuss that later. Let's assume we don't. A roll is made between zero and 99. The chance of revolution is:-&lt;br /&gt;
 Random(0, 99) &amp;gt; [(Morale * 100) + 40] (including both zero and 99, so 100 numbers).&lt;br /&gt;
That means that at &amp;quot;Okay&amp;quot; morale, there would never be a chance of a revolution, because (0.6 * 100) + 40 is greater than 99 at all times. Only when you have &amp;quot;low&amp;quot; morale (0.59 morale or less) are you at risk for a revolution.&lt;br /&gt;
&lt;br /&gt;
Now, let's assume there is a revolution event active, and you hit another revolution event!&lt;br /&gt;
The game then does the following: Make another roll.&lt;br /&gt;
 Random(0,99) &amp;gt; [(Morale * 100) + 50]&lt;br /&gt;
If that roll is higher than (morale * 100) + 50, then it checks the allegiance level. If the allegiance is at zero, the planet revolts to neutral control. If it is higher than zero, it reduces the allegiance level by 1 and reduces the allegiance progress to zero.&lt;br /&gt;
&lt;br /&gt;
If the roll wasn't higher then 25, the planet drops out of revolution state. &lt;br /&gt;
&lt;br /&gt;
==Test Planet==&lt;br /&gt;
&lt;br /&gt;
{{Planet|planetName=Slinki|planetImage=Testplanet|type=Barren|structlimit=40|Inflimit=40|basehab=10|foodprod=100|rescap=60}}&lt;br /&gt;
&lt;br /&gt;
The planet Slinki is a barren, horrible wasteland, but with a very tiny patch of grass where a few slinki's frolick and enjoy life.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Manual&amp;diff=2780</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Manual&amp;diff=2780"/>
		<updated>2012-07-25T11:16:01Z</updated>

		<summary type="html">&lt;p&gt;Raje: /* Introduction */ added some links. someone pls add links to Prestige from other pages&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Prepare to be immersed in a universe more intricate and involving than anything you have ever seen before. &lt;br /&gt;
&lt;br /&gt;
Here, your destiny is in your own hands as you struggle for total dominion over the stars. &lt;br /&gt;
: Join the front lines as a member of the oppressive [[UGTO]], the rebellious [[ICC]], or the mysterious aliens known only as the [[K'Luth]].&lt;br /&gt;
: Fight in fast-paced, ship-to-ship battles on stunning planetary backdrops and discover distant star systems.&lt;br /&gt;
: Ruthlessly bomb the surface of planets, leveling the enemy's structures and crippling their production and economy as you move in to expand your territory. &lt;br /&gt;
: Control each planet under your power, from its power grid, to its population, to its defensive capabilities. &lt;br /&gt;
: Customize your ship with weapons and equipment. &lt;br /&gt;
: In so doing, you will gain prestige and influence, granting you rank and interstellar acclaim, as well as access to the most devastating vessels in the galaxy. &lt;br /&gt;
&lt;br /&gt;
All of these possibilities and much more are at your fingertips, all for the benefit of your faction, or purely for the increase of your own profit and influence. Welcome to DarkSpace. &lt;br /&gt;
&lt;br /&gt;
DarkSpace is an online game and community founded by PaleStar in early 2001. Both the game and the community are widely revered among their long-time patrons as being the greatest space game and best online gaming community ever assembled. The game is regularly updated with new content, making DarkSpace an evolving game on an epic scale. In DarkSpace, players have the choice of several different modes of play, from the fast-paced Scenario match to the persistent MetaVerse, where any battle can, at any moment, make long-lasting differences. &lt;br /&gt;
&lt;br /&gt;
Players start out as a Midshipman, with access to basic ships of several classes ranging from scouts to transports. As they make use of their limited choices, either by combat, scouting, building, bombing, supplying, or capturing planets, they gain points for each activity. These contribute to a [[Prestige]] total, and as it rises, the player gains rank. Eventually, a player can attain the high honor of Chief Marshal, with access to every ship ranging from the most powerfully configured scouts to the most devastating orbital stations. Prestige is persistent server to server, so players can gain points anywhere at any time. &lt;br /&gt;
&lt;br /&gt;
This Online Manual is provided to so that you can learn anything and everything there is to know about our game. Read on to discover just how immersive DarkSpace can be.&lt;br /&gt;
&lt;br /&gt;
===Editor's Disclaimer===&lt;br /&gt;
Thank you for your interest in DarkSpace. If you are new to the game, it is our sincere hope that you will see, through this Manual or through our website, whatever it is you are looking for in your ideal space game. We hope that what you discover here makes you a long-lasting member of our community. &lt;br /&gt;
&lt;br /&gt;
As helpful as the moderators and players are, the phrase &amp;quot;RTM&amp;quot; is just as applicable here as anywhere else, we've got a lot of detailed information on a wide variety of topics pertaining to the game from the obvious to the obscure. This document is intended as a comprehensive (some might say, exhaustive) guide to playing DarkSpace. We hope you'll read, learn from, and regularly reference the Manual, whenever you have a question about some aspect of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since DarkSpace does get updated, we do our best to keep the Manual current with the state of the game with accurate information. However, with the quantity of information, some things might slip through the cracks and be missed or even omitted. If you find something is missing, incomplete, inaccurate, or just too hard to understand, please let the staff know so that we can correct it, we do this for the benefit of you, the player. &lt;br /&gt;
&lt;br /&gt;
Enjoy. &lt;br /&gt;
&lt;br /&gt;
Doran &lt;br /&gt;
Manual Editor &lt;br /&gt;
October 11, 2008&lt;br /&gt;
&lt;br /&gt;
==Sections of the Manual==&lt;br /&gt;
[[File:Divider1.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Installation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Getting ready]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warming up]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player-Guide|The Player's Guide to Darkspace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Navigation|Inter-Stellar Navigation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Combat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Construction|Planet Governance and Construction]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bombing]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Capturing]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Supplying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faction]]s&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ship|Ship Layouts and Functions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Basic Ship Tactics]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Perks of GameCQ]]&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&amp;lt;i&amp;gt;Engine/Game/Server Programming&amp;lt;/i&amp;gt;&lt;br /&gt;
:*Richard &amp;quot;Faustus&amp;quot; Lyle &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Development Team&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:*Richard &amp;quot;Faustus&amp;quot; Lyle  &lt;br /&gt;
:*Jeff &amp;quot;Maverick&amp;quot; Everett &lt;br /&gt;
:*Shawn &amp;quot;Nimby&amp;quot; Foreman &lt;br /&gt;
:*Shawn &amp;quot;Selvarian&amp;quot; Stamps  &lt;br /&gt;
:*Leigh &amp;quot;Dr Evil&amp;quot; Reimers  &lt;br /&gt;
:*Sean &amp;quot;Taelron&amp;quot; O'Connor &lt;br /&gt;
:*Christian &amp;quot;Chromix&amp;quot; Morgenstern &lt;br /&gt;
:*Josh &amp;quot;Gideon&amp;quot; Smith &lt;br /&gt;
:*Elizabeth &amp;quot;Coleen&amp;quot; Smith &lt;br /&gt;
:*Patrick &amp;quot;Patrowsky&amp;quot; Lukowsky &lt;br /&gt;
:*Christian &amp;quot;sunshine&amp;quot; Weyand  &lt;br /&gt;
:*Markus &amp;quot;TheBumble&amp;quot; Hummel  &lt;br /&gt;
:*Robert &amp;quot;Reason&amp;quot; Gorschels &lt;br /&gt;
:*Kevin &amp;quot;tragicx&amp;quot; Weitkam &lt;br /&gt;
:*Shigernafy &lt;br /&gt;
:*Robert &amp;quot;Drafell&amp;quot; Kelford &lt;br /&gt;
:*Jack Wallace &lt;br /&gt;
:*Smartin &lt;br /&gt;
:*Doran &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Art&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Joseph Santori  &lt;br /&gt;
:*Mike Washburn  &lt;br /&gt;
:*Aaron &amp;quot;Otsunashi&amp;quot; Keesee  &lt;br /&gt;
:*Elizabeth &amp;quot;Coleen&amp;quot; Smith  &lt;br /&gt;
:*Josh &amp;quot;Gideon&amp;quot; Smith &lt;br /&gt;
:*Robert Kelford &lt;br /&gt;
:*Matt &amp;quot;Sanity Assassin&amp;quot; McClatchey &lt;br /&gt;
:*Steve &amp;quot;Meko&amp;quot; Lee &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Music/Sound&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Paul Baker&lt;br /&gt;
:*Nenad Vugrinec&lt;br /&gt;
:*Matt Sayre&lt;br /&gt;
:*Robert Kelford&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;i&amp;gt;Lobby Programming / Tutorials &amp;lt;/i&amp;gt; &lt;br /&gt;
:*Christian &amp;quot;Chromix&amp;quot; Morgenstern  &lt;br /&gt;
:*Jack Wallace  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Web Programming&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Oliver &amp;quot;StarDust&amp;quot; Poetzelberger &lt;br /&gt;
:*Shigernafy &lt;br /&gt;
:*Jack Wallace &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Story&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Shawn &amp;quot;Nimby&amp;quot; Foreman  &lt;br /&gt;
:*Josh &amp;quot;Gideon&amp;quot; Smith &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Online Manual&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Miles &amp;quot;Demorian&amp;quot; Moffit &lt;br /&gt;
:*Matt &amp;quot;Vinco&amp;quot; Taylor &lt;br /&gt;
:*Christian &amp;quot;sunshine&amp;quot; Weyand  &lt;br /&gt;
:*David &amp;quot;Dwarden&amp;quot; Foltýn &lt;br /&gt;
:*Axianda &lt;br /&gt;
:*Rock &lt;br /&gt;
:*Doran &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Website Translation&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Eledore Massis - Dutch Translation &lt;br /&gt;
:*Kamil ''LobbyZombie'' B - Swedish Translation &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Community Administration&amp;lt;/i&amp;gt;  &lt;br /&gt;
:*Sean &amp;quot;Taelron&amp;quot; O'Connor &lt;br /&gt;
:*Kevin &amp;quot;Trag&amp;quot; Weitkam &lt;br /&gt;
:*Markus &amp;quot;TheBumble&amp;quot; Hummel  &lt;br /&gt;
:*Robert Kelford &lt;br /&gt;
:*Doran &lt;br /&gt;
:*Shigernafy &lt;br /&gt;
:*Jack Wallace &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Special Thanks&amp;lt;/i&amp;gt; &lt;br /&gt;
:*David &amp;quot;Dwarden&amp;quot; Foltýn  &lt;br /&gt;
:*Tracy Demaret  &lt;br /&gt;
:*Kevin Sturdivant  &lt;br /&gt;
:*Thomas Hertzler  &lt;br /&gt;
:*Mark Hall  &lt;br /&gt;
:*Jeffrey Heyman  &lt;br /&gt;
:*Jason Templeman  &lt;br /&gt;
:*Todd Templeman  &lt;br /&gt;
:*Dennis Gyor  &lt;br /&gt;
:*David Klein  &lt;br /&gt;
:*Al Corey  &lt;br /&gt;
:*Troy Lowe &lt;br /&gt;
:*Leigh &amp;quot;Dr Evil&amp;quot; Reimers  &lt;br /&gt;
:*Rodger &amp;quot;TheEvilGriffin&amp;quot; Griffin &lt;br /&gt;
:*Patrick &amp;quot;Patrowsky&amp;quot; Lukowsky &lt;br /&gt;
:*Christian &amp;quot;sunshine&amp;quot; Weyand  &lt;br /&gt;
:*Daniel &amp;quot;Samweis&amp;quot; Klug&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks to all of PaleStar's volunteer staff, too numerous to mention, who have done so much for so long to make this community so great.&lt;br /&gt;
&lt;br /&gt;
= Revision History Of Old Manual=&lt;br /&gt;
o 10/14/08 - Updated Manual for 1.500 - Doran &lt;br /&gt;
&lt;br /&gt;
o 03/11/06 - Added Device class descriptions in the Device List - Doran &lt;br /&gt;
&lt;br /&gt;
o 07/27/05 - Added Key List. - Doran &lt;br /&gt;
&lt;br /&gt;
o 07/18/05 - Updated Manual for 1.483. - Doran &lt;br /&gt;
&lt;br /&gt;
o 10/21/04 - Completed rewrite of 1.481 Manual. - Demorian and Vinco &lt;br /&gt;
&lt;br /&gt;
o 10/05/02 - Began major cleanup and revision of the online manual -Faustus  &lt;br /&gt;
&lt;br /&gt;
o 08/22/02 - Updated five manual screens to feature the new interface so as not to confuse new players. -Demorian  &lt;br /&gt;
&lt;br /&gt;
o 07/22/02 - Added a new Cargo screenshot to make this section a little more comprehensive/comprehensible. -Demorian  &lt;br /&gt;
&lt;br /&gt;
o 07/21/02 - Translated sections trough 3.2 of the manual to spanish. -Kortoz&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Prestige&amp;diff=2779</id>
		<title>Prestige</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Prestige&amp;diff=2779"/>
		<updated>2012-07-25T11:12:19Z</updated>

		<summary type="html">&lt;p&gt;Raje: how did we never have this page before?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Prestige is the equivalent of what is termed elsewhere as &amp;quot;Experience&amp;quot;. Prestige is used to allow the player access to larger and more advanced ships (in conjunction with [[Badge]] requirements), and also indicates your overall experience and skill in the game. Performing actions to support your [[Faction]] and team grants you prestige, and doing damage to your faction reduces it.&lt;br /&gt;
&lt;br /&gt;
==Components of Prestige==&lt;br /&gt;
Prestige is a broad term which values your overall deeds in the game. The value itself is a sum of a large number of values corresponding to distinct types of actions.&lt;br /&gt;
&lt;br /&gt;
Your actions in DarkSpace are categorized into the following fields :-&lt;br /&gt;
'''Positive actions -'''&lt;br /&gt;
:*'''Ships Damaged''': Points earned for damaging enemy ships. 3 Prestige per point.&lt;br /&gt;
:*'''Ships Captured''': Points earned for capturing enemy ships. 15 Prestige per point.&lt;br /&gt;
:*'''Repair''': Points earned for repairing friendly ships. 2.5 Prestige per point.&lt;br /&gt;
:*'''Planets Damaged''': Points earned for damaging enemy planetary structures and surface infantry. 1 Prestige per point.&lt;br /&gt;
:*'''Planets Captured''': Points earned for actively contributing to the capture of an enemy or neutral planet. 5 Prestige per point.&lt;br /&gt;
:*'''Construction''': Points earned for constructing and repairing structures on planets. 1 Prestige per point.&lt;br /&gt;
:*'''Jumps''': Points earned for performing FTL jumps. 0.1 Prestige per point.&lt;br /&gt;
:*'''Scout''': Points earned for successfully hitting enemy ships with a beacon launcher. 1 Prestige per point.&lt;br /&gt;
:*'''Kamikaze''': Points earned for damaging or destroying enemy by the explosion of ship destruction or the Self-Destruction action. 5 Prestige per point.&lt;br /&gt;
:*'''Bonus Prestige''': Point awards for completion of missions in scenario server or rewards from the Game Administration (often in the form of coupons). 1 Prestige per point.&lt;br /&gt;
&lt;br /&gt;
'''Negative actions -'''&lt;br /&gt;
:*'''Friendly Fire''': Points awarded for damaging friendly ships with weapons or ship explosions. Damaging your own ship with explosion weapons also counts. -3 Prestiger per point. &lt;br /&gt;
:*'''Self Destructs''': Points awarded for self-destructing your ship, thereby causing loss of a capable ship of your faction. -10 Prestige per point.&lt;br /&gt;
:*'''Resources Lost''': Points awarded for being destroyed in a ship constructed using significant amount of [[Resource]]s, thereby causing economic loss to your faction. -5 Prestige per 1000 points.&lt;br /&gt;
:*'''Planet Collisions''': Points awarded for crashing your ship into a planet due to poor piloting skills, thereby causing loss of a capable ship to your faction. -1 Prestige per point.&lt;br /&gt;
&lt;br /&gt;
The sum of all these points multiplied by their respective prestige multipliers is the total prestige of a player.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Navigation&amp;diff=2778</id>
		<title>Navigation</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Navigation&amp;diff=2778"/>
		<updated>2012-07-25T10:29:42Z</updated>

		<summary type="html">&lt;p&gt;Raje: /* Jumping */ oops :-)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In DarkSpace, being in the right place at the right time is very beneficial to your and your teammates' careers. Engineers need to be active in their endeavours towards re-building and repairing allied planets under attack. Supply vessels have to determine the best sequence for repairing damaged friendlies. Combat ships have to be on the move, and intercept enemy forces from attacking factional assets. All of these activities take place in a huge multi-star system environment, where quickly reacting to new information and intelligence can make a decisive difference in the outcome of the never-ending war.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While every ship - from the tiny scout to the massive station - has some degree of mobility, it is minuscule and inefficient compared to the vastness of space. Thus, for the sole purpose of reaching distant planets as soon as possible, research regarding faster-than-light travel was initiated in the past. This research has evolved into what the military of the warring factions call &amp;quot;Jump Drives&amp;quot;.&lt;br /&gt;
==Jump Drives==&lt;br /&gt;
Every ship in DarkSpace has a special drive for reaching FTL speeds. There are many types of FTL drives, but each of them fulfills the purpose of crossing vast distances quickly. The drives which employ technology to propel ships at the speed of light are known as 'Jump' drives.&amp;lt;br&amp;gt;The efficiency of these drives is measured on the basis of the speed of the drive, the fuel it consumes while jumping, the maximum fuel it can store and the time to recharge it for performing another jump.&lt;br /&gt;
&lt;br /&gt;
The hotkey for any kind of Jump Device is &amp;quot;J&amp;quot;, which can be used to initiate the jump procedure to reach any selected target. It is extremely important, however, that you be careful to know where you are jumping, as carelessness can send your vessel hurtling into the solid core of a gas giant or through the destructively searing corona of a star.&lt;br /&gt;
==Plotting a Jump's Course==&lt;br /&gt;
Centuries of star mapping and advanced algorithms have made it easy to determine the collision threat of a jump course. Open the Navigational Interface (F2) and select a target ship or planet, to see a straight line joining the target to your ship.&amp;lt;br&amp;gt;If this line is white, then the current course is clear for initiating a safe jump. However, if the line is red, or flickering, then there is an obstacle blocking your course of a probable jump. Initiating a jump to the target in these conditions will result in the destruction of your ship when you collide with the obstacle.&lt;br /&gt;
&lt;br /&gt;
Caution must be exercised at all times, as floating asteroids are invisible to ship sensors unless they are actively sensed by a friendly ship near them. If you collide with an asteroid while jumping, your vessel will take critical or even destructive damage from the collision.&lt;br /&gt;
&lt;br /&gt;
The pilot must also take care to notice [[#Interdiction|Interdiction fields]], as they can force a ship out of jump. The navigational algorithms do not factor in the presence of potential or known interdiction fields.&lt;br /&gt;
===Advanced Plotting===&lt;br /&gt;
In the beginning, jumping straight towards a target is sufficient for new ensigns and lieutenants. Their nimble ships can quickly cross the short distance maintained by the jump algorithm to prevent collision with planets, caused by insufficient distance for slowing down a ship in motion.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
However, as ships with special roles are brought under the player's command, they invariably realise the need of making accurate jumps to maximise their effectiveness. In such cases, temporary and movable co-ordinates are required to exit a jump at desired positions.&amp;lt;br&amp;gt;To do this, open the Navigational Interface, hold down the Control (Ctrl) key and click at a location on the map. This will create a 'manual target' at the location of the cursor, to which you can jump.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This method of jumping has many tactical purposes, such as going through a [[Manual#Jump_Gates|jump gate]] directly, jumping at approximately calculable distances from the target, jumping into deep space for reconnaissance or escape etc.&lt;br /&gt;
==Jumping==&lt;br /&gt;
The requirements of initiating a jump are -&lt;br /&gt;
*Your ship's jump drive is fully charged.&lt;br /&gt;
*The jump drive contains enough fuel for the travel.&lt;br /&gt;
*Your ship is not affected by an interdiction field.&lt;br /&gt;
&lt;br /&gt;
If these conditions are met, then selecting the target and activating the jump drive (Hotkey: J) will begin the jump procedure. The steps involved in the procedure are -&lt;br /&gt;
*Turn the ship so that the bow faces the target. An indicator shows the time remaining till the ship is in the correct direction.&lt;br /&gt;
*Initiate jump drive. Your ship will enter the jump mode, and the indicator will now show the time remaining before the jump drive is de-activated.&lt;br /&gt;
*De-activate the jump drive and begin recharge and cooldown. Your ship will exit the jump mode.&lt;br /&gt;
&lt;br /&gt;
When you leave your jump, you will exit at the same speed at which you entered. The faster you are going when you start your jump determines how far away the algorithm will terminate the jump mode, ensuring that you have plenty of time to slow down or turn and avoid a potential crash should you be cruising towards a planet at 30 gu/s.&lt;br /&gt;
&lt;br /&gt;
The jump algorithm works as follows :-&lt;br /&gt;
Assume that there are two ships of different sizes, the player in a ship with radius 10 GU and the other ship with radius 20 GU. The ships are 2000 gu apart (that is, the center of the ships are 2000 gu apart). The player ship is travelling at 20 GU/s, and the other ship is stationary.&lt;br /&gt;
&lt;br /&gt;
The calculation is done as follows: &lt;br /&gt;
&lt;br /&gt;
 Jump Distance = Distance - ((ship's radius + target's radius) * 2) - (Ship's current speed * 30) &lt;br /&gt;
&lt;br /&gt;
= 1000 - ((10 + 20) * 2) - (20 * 30)&amp;lt;br&amp;gt;&lt;br /&gt;
= 2000 - (60) - (600)&amp;lt;br&amp;gt;&lt;br /&gt;
= 1340&lt;br /&gt;
&lt;br /&gt;
Ship 1 will travel 1340gu and exit (60 + 600) GU from the target.&lt;br /&gt;
&lt;br /&gt;
==Jump Fuel and Refueling==&lt;br /&gt;
When in jump, the jump drives constantly burn jump fuel synthesized from hydrogen, to keep you in jump mode. Prolonged use of the jump drive will result in depletion of this invaluable resource. If you run out of jump fuel, you need to refuel to use your jump drive again.&amp;lt;br&amp;gt;The main methods of refuelling a ship are -&lt;br /&gt;
:'''Supply ships''': Flying within the range of a friendly depot will refuel you. Supply ships will also replenish your fuel reserves.&lt;br /&gt;
:'''Hydrogen Planets''': Orbiting a planet which has hydrogen gas in mass quantities (gas planets and sometimes terran planets) will enable self-refuelling. This process is slower than being resupplied.&lt;br /&gt;
:'''Orbiting Planets''': Orbiting a friendly planet will refuel you, but this process is very slow.&lt;br /&gt;
==Jump Gates==&lt;br /&gt;
Jump gates are large space installations which are capable of transporting ships from one point to another. These jump gates are used complementary to jump drives. While jump drives are for moving between planets of a system, jump gates are used for moving between star systems.&lt;br /&gt;
&lt;br /&gt;
On the Navigation Interface, a jump gate is indicated by a yellow ring and star icon. To use a jump gate, a ship has to move into it. The transportation process is automatic, so the ship is instantly sent to the pair gate.&lt;br /&gt;
==Wormholes and the Wormhole Drive==&lt;br /&gt;
Wormholes are tears in the fabric of space-time which can be used to instantly move between two places. They are used as a method of transportation within and between star systems.&lt;br /&gt;
&lt;br /&gt;
Special devices known as Worm Hole Drives are used for artificially making wormholes. These drives are found only on stations and command-grade dreadnoughts. When activated they create a wormhole in front of the ship and another near the selected target. Worm hole drives do not need fuel, instead they require massive amounts of energy and a long recharge.&lt;br /&gt;
&lt;br /&gt;
Worm holes cannot be created very close to planets or stars, but are not affected by interdictor fields. Also, they cannot be closer than 2000 gu to each other.&lt;br /&gt;
==Advanced Autopilots==&lt;br /&gt;
When travelling as a fleet, autopilot functions as an aid for maintaining the formation during group travels. To use the autopilot, select the desired target and press the appropriate autopilot mode hotkey.&lt;br /&gt;
&lt;br /&gt;
*'''Follow''': This autopilot makes the ship move towards the target, and then tries to mimic its velocity and heading when at close range. This mode is suited for combat ships following the flagship of a group. Hotkey - F.&lt;br /&gt;
*'''Shadow''': This autopilot is similar to Follow mode, but mimics the motion of the target ship at a longer range. This is better suited to combat/supply pairs, missile/interdictor pairs and bomber/supply pairs. This autopilot does not work on planets. Hotkey - G.&lt;br /&gt;
*'''Orbit''': This is a special autopilot which works only on planets. When activated, it moves the ship towards the planet and then enters 'Orbit' mode at close range. This mode is used for accessing shipyards and starports, and for building on large planets. Hotkey - O.&lt;br /&gt;
&lt;br /&gt;
==Interdiction==&lt;br /&gt;
&lt;br /&gt;
Interdiction is the usage of interdictor devices to prevent jump drives from functioning. These devices are mainly found on technologically advanced planets. Factions also possess unique cruiser models which feature the interdictor device.&lt;br /&gt;
&lt;br /&gt;
When the interdictor field is active, all jumpdrives upto a radius of 1000 gu stop functioning. When a ship is in jump mode and enters an interdiction field, it is forced out of jump, and is left at the mercy of the fleet accompanying the interdictor.&lt;br /&gt;
&lt;br /&gt;
Interdictors are highly tactical vessels, which can turn an outnumbered and outmatched fleet into the victor of a conflict, and turn the tide of many battles. As such, interdictor cruisers are often the primary targets in battles. The cruiser itself is mainly an armored warship for carrying the large device, with an expanded laser battery for defending against missiles. It cannot move fast, as the device consumes a lot of energy, and it does not have offensive weaponry to deter hostiles from attacking it.&lt;br /&gt;
&lt;br /&gt;
Piloting the interdictor cruiser is a very hazardous but prestigious task in any and every fleet. Alone, even a frigate can overpower an interdictor and force it to flee, but the interdictor can prevent entire fleets from fleeing. A skillful interdictor pilot can distract enemy ships into breaking formation and scatter, at which point the allied ships move in and pick off hostiles one by one.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Navigation&amp;diff=2777</id>
		<title>Navigation</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Navigation&amp;diff=2777"/>
		<updated>2012-07-25T10:24:59Z</updated>

		<summary type="html">&lt;p&gt;Raje: /* Jumping */ added jump distance formula&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In DarkSpace, being in the right place at the right time is very beneficial to your and your teammates' careers. Engineers need to be active in their endeavours towards re-building and repairing allied planets under attack. Supply vessels have to determine the best sequence for repairing damaged friendlies. Combat ships have to be on the move, and intercept enemy forces from attacking factional assets. All of these activities take place in a huge multi-star system environment, where quickly reacting to new information and intelligence can make a decisive difference in the outcome of the never-ending war.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;While every ship - from the tiny scout to the massive station - has some degree of mobility, it is minuscule and inefficient compared to the vastness of space. Thus, for the sole purpose of reaching distant planets as soon as possible, research regarding faster-than-light travel was initiated in the past. This research has evolved into what the military of the warring factions call &amp;quot;Jump Drives&amp;quot;.&lt;br /&gt;
==Jump Drives==&lt;br /&gt;
Every ship in DarkSpace has a special drive for reaching FTL speeds. There are many types of FTL drives, but each of them fulfills the purpose of crossing vast distances quickly. The drives which employ technology to propel ships at the speed of light are known as 'Jump' drives.&amp;lt;br&amp;gt;The efficiency of these drives is measured on the basis of the speed of the drive, the fuel it consumes while jumping, the maximum fuel it can store and the time to recharge it for performing another jump.&lt;br /&gt;
&lt;br /&gt;
The hotkey for any kind of Jump Device is &amp;quot;J&amp;quot;, which can be used to initiate the jump procedure to reach any selected target. It is extremely important, however, that you be careful to know where you are jumping, as carelessness can send your vessel hurtling into the solid core of a gas giant or through the destructively searing corona of a star.&lt;br /&gt;
==Plotting a Jump's Course==&lt;br /&gt;
Centuries of star mapping and advanced algorithms have made it easy to determine the collision threat of a jump course. Open the Navigational Interface (F2) and select a target ship or planet, to see a straight line joining the target to your ship.&amp;lt;br&amp;gt;If this line is white, then the current course is clear for initiating a safe jump. However, if the line is red, or flickering, then there is an obstacle blocking your course of a probable jump. Initiating a jump to the target in these conditions will result in the destruction of your ship when you collide with the obstacle.&lt;br /&gt;
&lt;br /&gt;
Caution must be exercised at all times, as floating asteroids are invisible to ship sensors unless they are actively sensed by a friendly ship near them. If you collide with an asteroid while jumping, your vessel will take critical or even destructive damage from the collision.&lt;br /&gt;
&lt;br /&gt;
The pilot must also take care to notice [[#Interdiction|Interdiction fields]], as they can force a ship out of jump. The navigational algorithms do not factor in the presence of potential or known interdiction fields.&lt;br /&gt;
===Advanced Plotting===&lt;br /&gt;
In the beginning, jumping straight towards a target is sufficient for new ensigns and lieutenants. Their nimble ships can quickly cross the short distance maintained by the jump algorithm to prevent collision with planets, caused by insufficient distance for slowing down a ship in motion.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
However, as ships with special roles are brought under the player's command, they invariably realise the need of making accurate jumps to maximise their effectiveness. In such cases, temporary and movable co-ordinates are required to exit a jump at desired positions.&amp;lt;br&amp;gt;To do this, open the Navigational Interface, hold down the Control (Ctrl) key and click at a location on the map. This will create a 'manual target' at the location of the cursor, to which you can jump.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;This method of jumping has many tactical purposes, such as going through a [[Manual#Jump_Gates|jump gate]] directly, jumping at approximately calculable distances from the target, jumping into deep space for reconnaissance or escape etc.&lt;br /&gt;
==Jumping==&lt;br /&gt;
The requirements of initiating a jump are -&lt;br /&gt;
*Your ship's jump drive is fully charged.&lt;br /&gt;
*The jump drive contains enough fuel for the travel.&lt;br /&gt;
*Your ship is not affected by an interdiction field.&lt;br /&gt;
&lt;br /&gt;
If these conditions are met, then selecting the target and activating the jump drive (Hotkey: J) will begin the jump procedure. The steps involved in the procedure are -&lt;br /&gt;
*Turn the ship so that the bow faces the target. An indicator shows the time remaining till the ship is in the correct direction.&lt;br /&gt;
*Initiate jump drive. Your ship will enter the jump mode, and the indicator will now show the time remaining before the jump drive is de-activated.&lt;br /&gt;
*De-activate the jump drive and begin recharge and cooldown. Your ship will exit the jump mode.&lt;br /&gt;
&lt;br /&gt;
When you leave your jump, you will exit at the same speed at which you entered. The faster you are going when you start your jump determines how far away the algorithm will terminate the jump mode, ensuring that you have plenty of time to slow down or turn and avoid a potential crash should you be cruising towards a planet at 30 gu/s.&lt;br /&gt;
&lt;br /&gt;
The jump algorithm works as follows :-&lt;br /&gt;
Assume that there are two ships of different sizes, the player in a ship with radius 10 GU and the other ship with radius 20 GU. The ships are 2000 gu apart (that is, the center of the ships are 2000 gu apart). The player ship is travelling at 20 GU/s, and the other ship is stationary.&lt;br /&gt;
&lt;br /&gt;
The calculation is done as follows: &lt;br /&gt;
&lt;br /&gt;
 Jump Distance = Distance - ((ship's radius + target's radius) * 2) - (Ship's current speed * 30) &lt;br /&gt;
&lt;br /&gt;
= 1000 - ((10 + 20) * 2) - (20 * 30) &lt;br /&gt;
= 2000 - (60) - (600) &lt;br /&gt;
= 1340&lt;br /&gt;
&lt;br /&gt;
Ship 1 will travel 1340gu and exit (60 + 600) GU from the target.&lt;br /&gt;
&lt;br /&gt;
==Jump Fuel and Refueling==&lt;br /&gt;
When in jump, the jump drives constantly burn jump fuel synthesized from hydrogen, to keep you in jump mode. Prolonged use of the jump drive will result in depletion of this invaluable resource. If you run out of jump fuel, you need to refuel to use your jump drive again.&amp;lt;br&amp;gt;The main methods of refuelling a ship are -&lt;br /&gt;
:'''Supply ships''': Flying within the range of a friendly depot will refuel you. Supply ships will also replenish your fuel reserves.&lt;br /&gt;
:'''Hydrogen Planets''': Orbiting a planet which has hydrogen gas in mass quantities (gas planets and sometimes terran planets) will enable self-refuelling. This process is slower than being resupplied.&lt;br /&gt;
:'''Orbiting Planets''': Orbiting a friendly planet will refuel you, but this process is very slow.&lt;br /&gt;
==Jump Gates==&lt;br /&gt;
Jump gates are large space installations which are capable of transporting ships from one point to another. These jump gates are used complementary to jump drives. While jump drives are for moving between planets of a system, jump gates are used for moving between star systems.&lt;br /&gt;
&lt;br /&gt;
On the Navigation Interface, a jump gate is indicated by a yellow ring and star icon. To use a jump gate, a ship has to move into it. The transportation process is automatic, so the ship is instantly sent to the pair gate.&lt;br /&gt;
==Wormholes and the Wormhole Drive==&lt;br /&gt;
Wormholes are tears in the fabric of space-time which can be used to instantly move between two places. They are used as a method of transportation within and between star systems.&lt;br /&gt;
&lt;br /&gt;
Special devices known as Worm Hole Drives are used for artificially making wormholes. These drives are found only on stations and command-grade dreadnoughts. When activated they create a wormhole in front of the ship and another near the selected target. Worm hole drives do not need fuel, instead they require massive amounts of energy and a long recharge.&lt;br /&gt;
&lt;br /&gt;
Worm holes cannot be created very close to planets or stars, but are not affected by interdictor fields. Also, they cannot be closer than 2000 gu to each other.&lt;br /&gt;
==Advanced Autopilots==&lt;br /&gt;
When travelling as a fleet, autopilot functions as an aid for maintaining the formation during group travels. To use the autopilot, select the desired target and press the appropriate autopilot mode hotkey.&lt;br /&gt;
&lt;br /&gt;
*'''Follow''': This autopilot makes the ship move towards the target, and then tries to mimic its velocity and heading when at close range. This mode is suited for combat ships following the flagship of a group. Hotkey - F.&lt;br /&gt;
*'''Shadow''': This autopilot is similar to Follow mode, but mimics the motion of the target ship at a longer range. This is better suited to combat/supply pairs, missile/interdictor pairs and bomber/supply pairs. This autopilot does not work on planets. Hotkey - G.&lt;br /&gt;
*'''Orbit''': This is a special autopilot which works only on planets. When activated, it moves the ship towards the planet and then enters 'Orbit' mode at close range. This mode is used for accessing shipyards and starports, and for building on large planets. Hotkey - O.&lt;br /&gt;
&lt;br /&gt;
==Interdiction==&lt;br /&gt;
&lt;br /&gt;
Interdiction is the usage of interdictor devices to prevent jump drives from functioning. These devices are mainly found on technologically advanced planets. Factions also possess unique cruiser models which feature the interdictor device.&lt;br /&gt;
&lt;br /&gt;
When the interdictor field is active, all jumpdrives upto a radius of 1000 gu stop functioning. When a ship is in jump mode and enters an interdiction field, it is forced out of jump, and is left at the mercy of the fleet accompanying the interdictor.&lt;br /&gt;
&lt;br /&gt;
Interdictors are highly tactical vessels, which can turn an outnumbered and outmatched fleet into the victor of a conflict, and turn the tide of many battles. As such, interdictor cruisers are often the primary targets in battles. The cruiser itself is mainly an armored warship for carrying the large device, with an expanded laser battery for defending against missiles. It cannot move fast, as the device consumes a lot of energy, and it does not have offensive weaponry to deter hostiles from attacking it.&lt;br /&gt;
&lt;br /&gt;
Piloting the interdictor cruiser is a very hazardous but prestigious task in any and every fleet. Alone, even a frigate can overpower an interdictor and force it to flee, but the interdictor can prevent entire fleets from fleeing. A skillful interdictor pilot can distract enemy ships into breaking formation and scatter, at which point the allied ships move in and pick off hostiles one by one.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Manual&amp;diff=2776</id>
		<title>Manual</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Manual&amp;diff=2776"/>
		<updated>2012-07-25T10:05:05Z</updated>

		<summary type="html">&lt;p&gt;Raje: /* Sections of the Manual */ changed link as page has been moved&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Introduction==&lt;br /&gt;
&lt;br /&gt;
Prepare to be immersed in a universe more intricate and involving than anything you have ever seen before. &lt;br /&gt;
&lt;br /&gt;
Here, your destiny is in your own hands as you struggle for total dominion over the stars. &lt;br /&gt;
: Join the front lines as a member of the oppressive UGTO, the rebellious ICC, or the mysterious aliens known only as the K'luth.&lt;br /&gt;
: Fight in fast-paced, ship-to-ship battles on stunning planetary backdrops and discover distant star systems.&lt;br /&gt;
: Ruthlessly bomb the surface of planets, leveling the enemy's structures and crippling their production and economy as you move in to expand your territory. &lt;br /&gt;
: Control each planet under your power, from its power grid, to its population, to its defensive capabilities. &lt;br /&gt;
: Customize your ship with weapons and equipment. &lt;br /&gt;
: In so doing, you will gain prestige and influence, granting you rank and interstellar acclaim, as well as access to the most devastating vessels in the galaxy. &lt;br /&gt;
&lt;br /&gt;
All of these possibilities and much more are at your fingertips, all for the benefit of your faction, or purely for the increase of your own profit and influence. Welcome to DarkSpace. &lt;br /&gt;
&lt;br /&gt;
DarkSpace is an online game and community founded by PaleStar in early 2001. Both the game and the community are widely revered among their long-time patrons as being the greatest space game and best online gaming community ever assembled. The game is regularly updated with new content, making DarkSpace an evolving game on an epic scale. In DarkSpace, players have the choice of several different modes of play, from the fast-paced Scenario match to the persistent MetaVerse, where any battle can, at any moment, make long-lasting differences. &lt;br /&gt;
&lt;br /&gt;
Players start out as a Midshipman, with access to basic ships of several classes ranging from scouts to transports. As they make use of their limited choices, either by combat, scouting, building, bombing, supplying, or capturing planets, they gain points for each activity. These contribute to a prestige total, and as it rises, the player gains rank. Eventually, a player can attain the high honor of Chief Marshal, with access to every ship ranging from the most powerfully configured scouts to the most devastating orbital stations. Prestige is persistent server to server, so players can gain points anywhere at any time. &lt;br /&gt;
&lt;br /&gt;
This Online Manual is provided to so that you can learn anything and everything there is to know about our game. Read on to discover just how immersive DarkSpace can be.&lt;br /&gt;
&lt;br /&gt;
===Editor's Disclaimer===&lt;br /&gt;
Thank you for your interest in DarkSpace. If you are new to the game, it is our sincere hope that you will see, through this Manual or through our website, whatever it is you are looking for in your ideal space game. We hope that what you discover here makes you a long-lasting member of our community. &lt;br /&gt;
&lt;br /&gt;
As helpful as the moderators and players are, the phrase &amp;quot;RTM&amp;quot; is just as applicable here as anywhere else, we've got a lot of detailed information on a wide variety of topics pertaining to the game from the obvious to the obscure. This document is intended as a comprehensive (some might say, exhaustive) guide to playing DarkSpace. We hope you'll read, learn from, and regularly reference the Manual, whenever you have a question about some aspect of the game. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Since DarkSpace does get updated, we do our best to keep the Manual current with the state of the game with accurate information. However, with the quantity of information, some things might slip through the cracks and be missed or even omitted. If you find something is missing, incomplete, inaccurate, or just too hard to understand, please let the staff know so that we can correct it, we do this for the benefit of you, the player. &lt;br /&gt;
&lt;br /&gt;
Enjoy. &lt;br /&gt;
&lt;br /&gt;
Doran &lt;br /&gt;
Manual Editor &lt;br /&gt;
October 11, 2008&lt;br /&gt;
&lt;br /&gt;
==Sections of the Manual==&lt;br /&gt;
[[File:Divider1.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Installation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Getting ready]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Warming up]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Player-Guide|The Player's Guide to Darkspace]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Navigation|Inter-Stellar Navigation]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Space Combat]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Construction|Planet Governance and Construction]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Bombing]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Capturing]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Supplying]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Faction]]s&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ship|Ship Layouts and Functions]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Basic Ship Tactics]]&amp;lt;br&amp;gt;&lt;br /&gt;
[[Perks of GameCQ]]&lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&amp;lt;i&amp;gt;Engine/Game/Server Programming&amp;lt;/i&amp;gt;&lt;br /&gt;
:*Richard &amp;quot;Faustus&amp;quot; Lyle &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Development Team&amp;lt;/i&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
:*Richard &amp;quot;Faustus&amp;quot; Lyle  &lt;br /&gt;
:*Jeff &amp;quot;Maverick&amp;quot; Everett &lt;br /&gt;
:*Shawn &amp;quot;Nimby&amp;quot; Foreman &lt;br /&gt;
:*Shawn &amp;quot;Selvarian&amp;quot; Stamps  &lt;br /&gt;
:*Leigh &amp;quot;Dr Evil&amp;quot; Reimers  &lt;br /&gt;
:*Sean &amp;quot;Taelron&amp;quot; O'Connor &lt;br /&gt;
:*Christian &amp;quot;Chromix&amp;quot; Morgenstern &lt;br /&gt;
:*Josh &amp;quot;Gideon&amp;quot; Smith &lt;br /&gt;
:*Elizabeth &amp;quot;Coleen&amp;quot; Smith &lt;br /&gt;
:*Patrick &amp;quot;Patrowsky&amp;quot; Lukowsky &lt;br /&gt;
:*Christian &amp;quot;sunshine&amp;quot; Weyand  &lt;br /&gt;
:*Markus &amp;quot;TheBumble&amp;quot; Hummel  &lt;br /&gt;
:*Robert &amp;quot;Reason&amp;quot; Gorschels &lt;br /&gt;
:*Kevin &amp;quot;tragicx&amp;quot; Weitkam &lt;br /&gt;
:*Shigernafy &lt;br /&gt;
:*Robert &amp;quot;Drafell&amp;quot; Kelford &lt;br /&gt;
:*Jack Wallace &lt;br /&gt;
:*Smartin &lt;br /&gt;
:*Doran &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Art&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Joseph Santori  &lt;br /&gt;
:*Mike Washburn  &lt;br /&gt;
:*Aaron &amp;quot;Otsunashi&amp;quot; Keesee  &lt;br /&gt;
:*Elizabeth &amp;quot;Coleen&amp;quot; Smith  &lt;br /&gt;
:*Josh &amp;quot;Gideon&amp;quot; Smith &lt;br /&gt;
:*Robert Kelford &lt;br /&gt;
:*Matt &amp;quot;Sanity Assassin&amp;quot; McClatchey &lt;br /&gt;
:*Steve &amp;quot;Meko&amp;quot; Lee &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Music/Sound&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Paul Baker&lt;br /&gt;
:*Nenad Vugrinec&lt;br /&gt;
:*Matt Sayre&lt;br /&gt;
:*Robert Kelford&lt;br /&gt;
  &lt;br /&gt;
&amp;lt;i&amp;gt;Lobby Programming / Tutorials &amp;lt;/i&amp;gt; &lt;br /&gt;
:*Christian &amp;quot;Chromix&amp;quot; Morgenstern  &lt;br /&gt;
:*Jack Wallace  &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Web Programming&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Oliver &amp;quot;StarDust&amp;quot; Poetzelberger &lt;br /&gt;
:*Shigernafy &lt;br /&gt;
:*Jack Wallace &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Story&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Shawn &amp;quot;Nimby&amp;quot; Foreman  &lt;br /&gt;
:*Josh &amp;quot;Gideon&amp;quot; Smith &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Online Manual&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Miles &amp;quot;Demorian&amp;quot; Moffit &lt;br /&gt;
:*Matt &amp;quot;Vinco&amp;quot; Taylor &lt;br /&gt;
:*Christian &amp;quot;sunshine&amp;quot; Weyand  &lt;br /&gt;
:*David &amp;quot;Dwarden&amp;quot; Foltýn &lt;br /&gt;
:*Axianda &lt;br /&gt;
:*Rock &lt;br /&gt;
:*Doran &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Website Translation&amp;lt;/i&amp;gt; &lt;br /&gt;
:*Eledore Massis - Dutch Translation &lt;br /&gt;
:*Kamil ''LobbyZombie'' B - Swedish Translation &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Community Administration&amp;lt;/i&amp;gt;  &lt;br /&gt;
:*Sean &amp;quot;Taelron&amp;quot; O'Connor &lt;br /&gt;
:*Kevin &amp;quot;Trag&amp;quot; Weitkam &lt;br /&gt;
:*Markus &amp;quot;TheBumble&amp;quot; Hummel  &lt;br /&gt;
:*Robert Kelford &lt;br /&gt;
:*Doran &lt;br /&gt;
:*Shigernafy &lt;br /&gt;
:*Jack Wallace &lt;br /&gt;
&lt;br /&gt;
&amp;lt;i&amp;gt;Special Thanks&amp;lt;/i&amp;gt; &lt;br /&gt;
:*David &amp;quot;Dwarden&amp;quot; Foltýn  &lt;br /&gt;
:*Tracy Demaret  &lt;br /&gt;
:*Kevin Sturdivant  &lt;br /&gt;
:*Thomas Hertzler  &lt;br /&gt;
:*Mark Hall  &lt;br /&gt;
:*Jeffrey Heyman  &lt;br /&gt;
:*Jason Templeman  &lt;br /&gt;
:*Todd Templeman  &lt;br /&gt;
:*Dennis Gyor  &lt;br /&gt;
:*David Klein  &lt;br /&gt;
:*Al Corey  &lt;br /&gt;
:*Troy Lowe &lt;br /&gt;
:*Leigh &amp;quot;Dr Evil&amp;quot; Reimers  &lt;br /&gt;
:*Rodger &amp;quot;TheEvilGriffin&amp;quot; Griffin &lt;br /&gt;
:*Patrick &amp;quot;Patrowsky&amp;quot; Lukowsky &lt;br /&gt;
:*Christian &amp;quot;sunshine&amp;quot; Weyand  &lt;br /&gt;
:*Daniel &amp;quot;Samweis&amp;quot; Klug&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
Thanks to all of PaleStar's volunteer staff, too numerous to mention, who have done so much for so long to make this community so great.&lt;br /&gt;
&lt;br /&gt;
= Revision History Of Old Manual=&lt;br /&gt;
o 10/14/08 - Updated Manual for 1.500 - Doran &lt;br /&gt;
&lt;br /&gt;
o 03/11/06 - Added Device class descriptions in the Device List - Doran &lt;br /&gt;
&lt;br /&gt;
o 07/27/05 - Added Key List. - Doran &lt;br /&gt;
&lt;br /&gt;
o 07/18/05 - Updated Manual for 1.483. - Doran &lt;br /&gt;
&lt;br /&gt;
o 10/21/04 - Completed rewrite of 1.481 Manual. - Demorian and Vinco &lt;br /&gt;
&lt;br /&gt;
o 10/05/02 - Began major cleanup and revision of the online manual -Faustus  &lt;br /&gt;
&lt;br /&gt;
o 08/22/02 - Updated five manual screens to feature the new interface so as not to confuse new players. -Demorian  &lt;br /&gt;
&lt;br /&gt;
o 07/22/02 - Added a new Cargo screenshot to make this section a little more comprehensive/comprehensible. -Demorian  &lt;br /&gt;
&lt;br /&gt;
o 07/21/02 - Translated sections trough 3.2 of the manual to spanish. -Kortoz&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Capturing&amp;diff=2774</id>
		<title>Capturing</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Capturing&amp;diff=2774"/>
		<updated>2012-07-25T10:04:02Z</updated>

		<summary type="html">&lt;p&gt;Raje: Capturing Planets moved to Capturing: short title reflects the greater presence of info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main goal of DarkSpace is to capture planets and eliminate or exploit enemy ships. This section of the [[Manual]] explains the steps involved in your quest for dominance.&lt;br /&gt;
&lt;br /&gt;
==Planet Capturing==&lt;br /&gt;
===Planet Control===&lt;br /&gt;
Each planet's loyalty to a faction is determined by it's Control value. A planet with a high Control indicates a strong governmental faith in the [[Faction]] which controls it. Conversely, a low control shows that the ruling government does not believe in their parent faction, and will not hesitate to change sides.&lt;br /&gt;
&lt;br /&gt;
Control is affected by the presence of friendly and enemy military. A large garrison of allied warships, space platforms and ground troops will improve control, but the presence of a larger insurgent fleet will cause it to fall.&lt;br /&gt;
&lt;br /&gt;
In determining the change to control, each ship is given a uniform weight for both capturing and fortifying. The weight of bomber ships is greater than normal while capturing, and the weight of engineering vessels is greater for fortifying.&amp;lt;br&amp;gt;The weight of infantry is determined by their rank. A small group of elite infantry is worth more than an entire deployment of green infantry. The weight of 3 ships is worth nearly an entire planet full of green infantry.&lt;br /&gt;
&lt;br /&gt;
Ships affect the control value of planets when they are within 600 gu range of it. If a planet cannot detect the ship then it will not acknowledge the threat presented by it. Infantry affect the control if they are present on the surface, thereby actively presenting a threat to planetary structures and infantry.&lt;br /&gt;
===Planet Capture Requirement===&lt;br /&gt;
For a successful capture, the planet's control value must be brought down to zero. There are a variety of ways to achieve this :-&lt;br /&gt;
&lt;br /&gt;
:*Solo capture:- If the player encounters a neutral or hostile planet which does not have any defending infantry or ships, then the player can slowly capture it simply by staying near it. This is highly prevalent in scenario servers where neutral and undefended planets are found.&amp;lt;br&amp;gt;&lt;br /&gt;
:*Infantry drop:- If the player needs to capture multiple planets together, then the method of deploying infantry on all the planets can be used. The infantry will slowly shift the control in their faction's favour. This proves useful when the player has to perform other tasks while slowly gaining control of subsidiary planets.&amp;lt;br&amp;gt;&lt;br /&gt;
:*Fleet invasion:- If a fleet needs to capture a planet but does not have any infantry or bomber vessels for killing ground troops, then it can capture the planet by swarming the planet with ships and platforms. This is a very time-expensive method, used when other methods are not sufficient.&lt;br /&gt;
&lt;br /&gt;
===Reward for Planet Capture===&lt;br /&gt;
When a planet is successfully captured, all players of the victorious faction within the control range of the planet receive a point for Planet Capture, and prestige.&lt;br /&gt;
*Players receive points in Planet Damage, for deploying troops on an enemy planet. The longer the troops survive, the more the points received.&lt;br /&gt;
*Infantry set to raze structures earn more prestige for damaging structures than for fighting enemy infantry.&lt;br /&gt;
*If a planet is captured by a player's infantry, the infantry do not earn the player any additional points. If the concerned player is not within the capture range, then he will not earn a point for Planet Capture.&lt;br /&gt;
&lt;br /&gt;
==Ship Capturing==&lt;br /&gt;
Every ship hull has a hardcoded percentage of being captured per infantry unit. For a Scout is 11%, which is one of the highest numbers. The same for a station is 1%. The other ship hulls fit between these numbers. &lt;br /&gt;
&lt;br /&gt;
Let's assume a Cruiser has been boarded by 4 infantry. These infantry are fresh off a planet (At maximum trainable experience: 30%). &lt;br /&gt;
&lt;br /&gt;
Now, if you have any infantry onboard your ship, these groups of infantry would battle it out. If there are any enemy infantry alive, they proceed to the capture phase. &lt;br /&gt;
&lt;br /&gt;
The capture phase happens after 60 seconds have passed with no infantry combat onboard your ship. For sake of consistency, we assume that our 4 infantry from earlier at 30% experience have entered this phase. They now perform a dice roll from 0 to 100 to get a number. Let's say their rolls are :-&lt;br /&gt;
:Infantry1: 90 &lt;br /&gt;
:Infantry2: 35 &lt;br /&gt;
:Infantry3: 5 &lt;br /&gt;
:Infantry4: 67 &lt;br /&gt;
&lt;br /&gt;
Now, these rolls are then subtracted by (experience * 10), or in our case (.3 * 10 = 3). So the rolls are now:-&lt;br /&gt;
:Infantry1: 87 &lt;br /&gt;
:Infantry2: 32 &lt;br /&gt;
:Infantry3: 2 &lt;br /&gt;
:Infantry4: 64 &lt;br /&gt;
&lt;br /&gt;
Finally, these numbers are then added by 100 * the enhancement modifier for capture defense. As of v1.67, there are no enhancements that provide capture defense, so we can ignore this step and proceed.&lt;br /&gt;
&lt;br /&gt;
Now that the rolls have been calculated, the game then checks whether these individual rolls are less than the capture number for the ship, which for a Cruiser is 3%. &lt;br /&gt;
&lt;br /&gt;
Infantry1 fails to capture the ship (87 &amp;gt; 3). It damages a random subsystem and dies. The second infantry also fails to capture the ship (32 &amp;gt; 3). It damages a random subsystem as well and dies. Infantry3 captures the ship (2 &amp;lt; 3)! It stays alive without damaging a subsystem. And Infantry4, who would not have had a chance of capturing (64 &amp;gt; 3), stays alive without damaging a subsystem because the ship was captured before it could attempt.&lt;br /&gt;
&lt;br /&gt;
This is how it works for regular infantry. For infantry that are specialized in ship capturing (currently only the pirate infantry do this) the game rolls twice for them and picks the lower number. They also destroy two subsystems instead of one if they fail to capture the ship.&lt;br /&gt;
&lt;br /&gt;
===Infantry Ranks===&lt;br /&gt;
Each infantry has a rank which depends on it's experience.&lt;br /&gt;
:*Conscript (starting rank) - 0% onwards&lt;br /&gt;
:*Recruit &lt;br /&gt;
:*Rookie &lt;br /&gt;
:*Trained (maximum rank infantry can be trained to by planetary barracks) &lt;br /&gt;
:*Skilled &lt;br /&gt;
:*Experienced &lt;br /&gt;
:*Hardened &lt;br /&gt;
:*Elite &lt;br /&gt;
:*Heroic &lt;br /&gt;
:*Legendary (maximum infantry rank)- upto 100%&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Capturing_Planets&amp;diff=2775</id>
		<title>Capturing Planets</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Capturing_Planets&amp;diff=2775"/>
		<updated>2012-07-25T10:04:02Z</updated>

		<summary type="html">&lt;p&gt;Raje: Capturing Planets moved to Capturing: short title reflects the greater presence of info.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Capturing]]&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Capturing&amp;diff=2773</id>
		<title>Capturing</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Capturing&amp;diff=2773"/>
		<updated>2012-07-24T10:13:34Z</updated>

		<summary type="html">&lt;p&gt;Raje: added ship capturing and new infantry ranks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The main goal of DarkSpace is to capture planets and eliminate or exploit enemy ships. This section of the [[Manual]] explains the steps involved in your quest for dominance.&lt;br /&gt;
&lt;br /&gt;
==Planet Capturing==&lt;br /&gt;
===Planet Control===&lt;br /&gt;
Each planet's loyalty to a faction is determined by it's Control value. A planet with a high Control indicates a strong governmental faith in the [[Faction]] which controls it. Conversely, a low control shows that the ruling government does not believe in their parent faction, and will not hesitate to change sides.&lt;br /&gt;
&lt;br /&gt;
Control is affected by the presence of friendly and enemy military. A large garrison of allied warships, space platforms and ground troops will improve control, but the presence of a larger insurgent fleet will cause it to fall.&lt;br /&gt;
&lt;br /&gt;
In determining the change to control, each ship is given a uniform weight for both capturing and fortifying. The weight of bomber ships is greater than normal while capturing, and the weight of engineering vessels is greater for fortifying.&amp;lt;br&amp;gt;The weight of infantry is determined by their rank. A small group of elite infantry is worth more than an entire deployment of green infantry. The weight of 3 ships is worth nearly an entire planet full of green infantry.&lt;br /&gt;
&lt;br /&gt;
Ships affect the control value of planets when they are within 600 gu range of it. If a planet cannot detect the ship then it will not acknowledge the threat presented by it. Infantry affect the control if they are present on the surface, thereby actively presenting a threat to planetary structures and infantry.&lt;br /&gt;
===Planet Capture Requirement===&lt;br /&gt;
For a successful capture, the planet's control value must be brought down to zero. There are a variety of ways to achieve this :-&lt;br /&gt;
&lt;br /&gt;
:*Solo capture:- If the player encounters a neutral or hostile planet which does not have any defending infantry or ships, then the player can slowly capture it simply by staying near it. This is highly prevalent in scenario servers where neutral and undefended planets are found.&amp;lt;br&amp;gt;&lt;br /&gt;
:*Infantry drop:- If the player needs to capture multiple planets together, then the method of deploying infantry on all the planets can be used. The infantry will slowly shift the control in their faction's favour. This proves useful when the player has to perform other tasks while slowly gaining control of subsidiary planets.&amp;lt;br&amp;gt;&lt;br /&gt;
:*Fleet invasion:- If a fleet needs to capture a planet but does not have any infantry or bomber vessels for killing ground troops, then it can capture the planet by swarming the planet with ships and platforms. This is a very time-expensive method, used when other methods are not sufficient.&lt;br /&gt;
&lt;br /&gt;
===Reward for Planet Capture===&lt;br /&gt;
When a planet is successfully captured, all players of the victorious faction within the control range of the planet receive a point for Planet Capture, and prestige.&lt;br /&gt;
*Players receive points in Planet Damage, for deploying troops on an enemy planet. The longer the troops survive, the more the points received.&lt;br /&gt;
*Infantry set to raze structures earn more prestige for damaging structures than for fighting enemy infantry.&lt;br /&gt;
*If a planet is captured by a player's infantry, the infantry do not earn the player any additional points. If the concerned player is not within the capture range, then he will not earn a point for Planet Capture.&lt;br /&gt;
&lt;br /&gt;
==Ship Capturing==&lt;br /&gt;
Every ship hull has a hardcoded percentage of being captured per infantry unit. For a Scout is 11%, which is one of the highest numbers. The same for a station is 1%. The other ship hulls fit between these numbers. &lt;br /&gt;
&lt;br /&gt;
Let's assume a Cruiser has been boarded by 4 infantry. These infantry are fresh off a planet (At maximum trainable experience: 30%). &lt;br /&gt;
&lt;br /&gt;
Now, if you have any infantry onboard your ship, these groups of infantry would battle it out. If there are any enemy infantry alive, they proceed to the capture phase. &lt;br /&gt;
&lt;br /&gt;
The capture phase happens after 60 seconds have passed with no infantry combat onboard your ship. For sake of consistency, we assume that our 4 infantry from earlier at 30% experience have entered this phase. They now perform a dice roll from 0 to 100 to get a number. Let's say their rolls are :-&lt;br /&gt;
:Infantry1: 90 &lt;br /&gt;
:Infantry2: 35 &lt;br /&gt;
:Infantry3: 5 &lt;br /&gt;
:Infantry4: 67 &lt;br /&gt;
&lt;br /&gt;
Now, these rolls are then subtracted by (experience * 10), or in our case (.3 * 10 = 3). So the rolls are now:-&lt;br /&gt;
:Infantry1: 87 &lt;br /&gt;
:Infantry2: 32 &lt;br /&gt;
:Infantry3: 2 &lt;br /&gt;
:Infantry4: 64 &lt;br /&gt;
&lt;br /&gt;
Finally, these numbers are then added by 100 * the enhancement modifier for capture defense. As of v1.67, there are no enhancements that provide capture defense, so we can ignore this step and proceed.&lt;br /&gt;
&lt;br /&gt;
Now that the rolls have been calculated, the game then checks whether these individual rolls are less than the capture number for the ship, which for a Cruiser is 3%. &lt;br /&gt;
&lt;br /&gt;
Infantry1 fails to capture the ship (87 &amp;gt; 3). It damages a random subsystem and dies. The second infantry also fails to capture the ship (32 &amp;gt; 3). It damages a random subsystem as well and dies. Infantry3 captures the ship (2 &amp;lt; 3)! It stays alive without damaging a subsystem. And Infantry4, who would not have had a chance of capturing (64 &amp;gt; 3), stays alive without damaging a subsystem because the ship was captured before it could attempt.&lt;br /&gt;
&lt;br /&gt;
This is how it works for regular infantry. For infantry that are specialized in ship capturing (currently only the pirate infantry do this) the game rolls twice for them and picks the lower number. They also destroy two subsystems instead of one if they fail to capture the ship.&lt;br /&gt;
&lt;br /&gt;
===Infantry Ranks===&lt;br /&gt;
Each infantry has a rank which depends on it's experience.&lt;br /&gt;
:*Conscript (starting rank) - 0% onwards&lt;br /&gt;
:*Recruit &lt;br /&gt;
:*Rookie &lt;br /&gt;
:*Trained (maximum rank infantry can be trained to by planetary barracks) &lt;br /&gt;
:*Skilled &lt;br /&gt;
:*Experienced &lt;br /&gt;
:*Hardened &lt;br /&gt;
:*Elite &lt;br /&gt;
:*Heroic &lt;br /&gt;
:*Legendary (maximum infantry rank)- upto 100%&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Quickstarter&amp;diff=2772</id>
		<title>Quickstarter</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Quickstarter&amp;diff=2772"/>
		<updated>2012-07-17T16:38:35Z</updated>

		<summary type="html">&lt;p&gt;Raje: /* Combat */ miniquickstarter is complete. now for the detailed ones..&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;===Entering the Game===&lt;br /&gt;
Your DarkSpace installation should be fully updated by now; The setup window will open when it the update is complete. Look over this interface and set options to your preference. Click &amp;quot;OK&amp;quot; to confirm your settings and return your focus to the launcher. &lt;br /&gt;
&lt;br /&gt;
Either double-click &amp;quot;DarkSpace&amp;quot; in the Launch tab, or click on the tab labeled Servers. The Kraken server is used for set-piece scenario battles, which are good for learning some absolute basics or engaging in fleet wargames. The Orion server houses the Metaverse, the main theater of war in DarkSpace. Here you will work with allied captains to seize planets from the enemy factions. Double-click on the server of your choice and the game will begin loading. &lt;br /&gt;
&lt;br /&gt;
Once you're looking at the in-game navscreen of the Metaverse or Scenario system, you have two options for entering play. You can launch one of the smaller ship classes from a homegate, or you can look for a white planet and click on it. This is a shipyard world, and can launch any vessel you are certified to command as long as the world has the requisite technology and resources. From this point onward, you are free to engage enemies at will. Good luck. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guide Set A=== &lt;br /&gt;
This set of guides was made by Domedi @182986.&lt;br /&gt;
&lt;br /&gt;
The [[Starter guide]] is a useful playermade handbook, which details on the basic steps of performing various tasks.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Guide Set B=== &lt;br /&gt;
This set of guides was written by Toby @191408.&lt;br /&gt;
&lt;br /&gt;
We have compiled a list of quick tips to get you start playing with diminished delays. It is, however, suggested that the main articles on important skills be read via their respective links.&lt;br /&gt;
&lt;br /&gt;
====Navigation====&lt;br /&gt;
''Main page - [[Start-navigation|Starter Navigation]]''&lt;br /&gt;
&lt;br /&gt;
Hey! Hey Lieutenant, do you have a license to fly that huge [[Ship]]? Get yours now with our high-speed crash course in navigation!&lt;br /&gt;
&lt;br /&gt;
:*Your ship has an engine for general movement and a jump drive for high-speed rectilinear motion.&lt;br /&gt;
:*Turn your ship around using '''Left and Right arrow keys'''. Change the speed using '''Up and Down arrow keys'''.&lt;br /&gt;
:*Press '''F2 to get into Navigation Interface''', your state-of-the-art interactive star map.&lt;br /&gt;
:*There are three contact lists to the left - a stationary contact list at the edge, a hostile encounter list next to it, and an allied unit list alongside it.&lt;br /&gt;
:*Select any target on the map, and press '''J''' to activate your jump drive. Your ship will align itself for a jump, and then JUMP!&lt;br /&gt;
:*Your jump drive has a limited supply of fuel. Refuel it during periodic supplies from supply ships and depots, or by orbiting a planet.&lt;br /&gt;
:*Travel across two star systems using '''Jump gates'''. Enter one gate to exit instantly from the other.&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
''Main page - [[Start-combat|Starter Combat]]''&lt;br /&gt;
&lt;br /&gt;
Far away from home, you are always 1 second away from getting into a fight. While you can always run away, you should try to fight back. And speaking of that - Welcome to Fight Gym, newbie.&lt;br /&gt;
:*Combat in DarkSpace is broadly about getting your opponent's hull to 0 and keeping your hull above 0.&lt;br /&gt;
:*Two aspects of Combat are '''Weapons (Offence)''' and '''Defences'''. Weapons help you destroy your target, and defences help you maintain a healthy hull for long.&lt;br /&gt;
:*Weapons are generally categorized by the distance from targets at which they perform well. Types of distances (ranges) are '''Short-range''' (0-250 GU), '''Medium-range''' (250-750 GU) and '''Long-range''' (750-2500 GU).&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
Short Range:-&lt;br /&gt;
::*Beams - Energy weapons which are extremely accurate. Generally short ranged and deal less damage at maximum range. Can be used for Point-Defence.&lt;br /&gt;
::*Mines - Explosive weapons with a small blast damage. Found only on specialized &amp;quot;Mine Layer&amp;quot; ships.&lt;br /&gt;
Medium Range:-&lt;br /&gt;
::*Cannons - Projectile weapons with a blend of all aspects of weapons - good accuracy, stable damage, high speed, good range. Found on many general-purpose combat ships.&lt;br /&gt;
::*Torpedoes - Projectile weapons with focus on damage. Found on many combat ships and assault ships.&lt;br /&gt;
Long Range:-&lt;br /&gt;
::*Missiles - Guided projectile weapons with focus on range and extreme damage. Slow refire and ammunition constraints make missiles a tactical weapon. Found on specialized &amp;quot;Missile ships&amp;quot; and Support Stations.&lt;br /&gt;
::*Fighters - Launch fighters armed with weapons or tactical devices. Their motto is persistence and swarming. Found on specialized &amp;quot;Carrier ships&amp;quot; and Command stations.&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:*Find the ship with the right mix of weapons, and pick your fights wisely. It pays to fight and run away, rather than run away immediately.&lt;br /&gt;
:*Defences are categorized according to the technology used in them. They are '''Armor''' (All factions) and '''Shields''' (ICC faction).&lt;br /&gt;
::*Armors are a slow-regenerating and '''high-strength defence''' system. They are characterized by their green rings on the Ship Display. They are heavy and slow down your ship, but are rapidly repairable, and provide tried-and-true dependable defence solutions.&lt;br /&gt;
::*Shields are ICC-only '''fast-regenerating''' and moderate-strength defence system. They consume energy to regenerate and maintain shields around the ship, and rapidly regenerate when not disturbed by weapons fire. Their strength can be freely moved from one shield to another. They are characterized by their blue rings on the Ship display.&lt;br /&gt;
:*Choose the right combination of defences for your ship. Many defences have '''Resistances''' and '''Weaknesses''' to specific types of weapons, so plan accordingly.&lt;br /&gt;
:*Be well-prepared, '''practice mock battles''' with friends and never be afraid of a fight again!&lt;br /&gt;
&lt;br /&gt;
====Supply====&lt;br /&gt;
''Main page - [[Start-supply|Starter Supplying]]''&lt;br /&gt;
&lt;br /&gt;
Tips! Cheap tips! Durable and valid tips! Get your supplying tips here!&lt;br /&gt;
&lt;br /&gt;
:*Getting hurt is not good, and being hurt for too long is dangerous! Supply the hurt spaceships to make them healthy wealthy and wise.&lt;br /&gt;
:*Supplying is done by special Repair drones. These drones are found on mobile spaceship hulls called Supply vessels. Some Space [[Station]]s also have them.&lt;br /&gt;
:*The drones have a short range. Get near a ship which needs support, and press '''Y''' to initiate reloading and repairing procedures.&lt;br /&gt;
:*The drones will first refuel the target ship's jump drive and any ammunition-based devices, then repair it's armor and hull.&lt;br /&gt;
:*Supplying a ship which is in combat improves its chances at surviving battles and defeating stronger opponents. A warship without support ships is ASKING to get hurt.&lt;br /&gt;
:*Your drones perform repair procedures faster if the damaged ship is not in active combat. And they should.&lt;br /&gt;
:*Hmm, so you think you did not gather your drones after the last support operation? And they are lost in space forever? '''DO NOT WORRY!''' Your supply drone bay functions even if you don't see any drones flying around. How? Please don't ask that ...&lt;br /&gt;
:*Your Supply ship is damaged or low on ammo but there is no one to repair you? Do not worry ! Press '''Shift + Y''' to begin supply procedures on your ship. Immortality :-)&lt;br /&gt;
:*Your drone bay has a limited capacity of supplying ships. Refill it's capacity by orbiting a Planet, flying near a Depot or flying near a Supply Platform.&lt;br /&gt;
:*Flying a supply ship is the second-most prestigious task, next to Engineering. Learn how to be a good supporter and help your allies to victory!&lt;br /&gt;
&lt;br /&gt;
====Construction====&lt;br /&gt;
''Main page - [[Start-construction|Starter Construction]]''&lt;br /&gt;
&lt;br /&gt;
Are you a 1st Lieutenant who wonders which cookie's name is Construction? Put that mouse away, get your reading glasses and pay attention.&lt;br /&gt;
&lt;br /&gt;
:*Construction is done by '''Build Drones''' which are carried by [[Engineer]]ing vessels. &lt;br /&gt;
:*A lifeless planet is mostly useless if there is no engineer to colonise it. &lt;br /&gt;
:*A planet can accomodate a '''maximum of 32 structures''', but the 3 unique Home planets can accomodate 40. &lt;br /&gt;
:*Structures require '''[[Resource]]s''' to be built, '''[[Construction#Maintaining_Population_and_Workers|Workers]]''' to manage it, '''[[Construction#Technology|Technology]]''' to be built and maintained and '''[[Construction#Providing_Power|Power]]''' to function. &lt;br /&gt;
:*Workers need '''Habitat''' and '''Food''' to live and grow. Shortage of any will stop growth, and acute shortage may cause mass deaths. &lt;br /&gt;
:*Most structures have up to 2 '''technologically advanced versions''' with far greater needs but higher output. &lt;br /&gt;
:*Balance the '''inputs and outputs''' of each structure in an orderly manner to build a great planet and be the hero/envy of your friends.&lt;br /&gt;
&lt;br /&gt;
====Bombing====&lt;br /&gt;
''Main page - [[Start-bombing|Starter Bombing]]&lt;br /&gt;
&lt;br /&gt;
:*Enemy planets are friends with your enemies. Your enemy's friend is your enemy! Hurt planets and their delicate ecosystems using '''Bombs'''.&lt;br /&gt;
:*The Human and K'Luth factions each have 2 types of bombs - one for ''General destruction'' of structures and living stuff; and one for ''Biological destruction'' of only living stuff. Human factions use '''MiRV bombs''' and '''Neutron bombs''', and K'Luth colonies use '''Telekinetic bombs''' and '''Bio bombs''', respectively.&lt;br /&gt;
:*All bombs have a maximum flying range of 750 GUs. Human bombs have a longer ''munitions arming time'' than K'Luth bombs, so K'Luth bombers can unleash their explosives at closer orbital altitudes.&lt;br /&gt;
:*Once launched, a bomb will slowly fly to the designated target - the planet's surface or a specific location on the surface. The engines on bombs will guide the munitions very accurately to the target, but they require sensor information from nearby ships and platforms.&lt;br /&gt;
:*While flying, bombs can be shot down by '''Point Defense''' laser systems of enemy spaceships. Use '''Electronic Warfare systems to conceal the bomb salvo.&lt;br /&gt;
:*When a bomb collides with the target, ''Defense structures'' present on the surface will reduce the extent of damage received. The proportion of damage reduced is equal to the '''PD percent''' of the planet - sum of PD% of all functional Defense structures on the surface.&lt;br /&gt;
:*Bomb a structure to disable it at 50% critical damage, or annihilate it completely at 100% damage.&lt;br /&gt;
:*Bombs also destroy resources present on the planet, and cause loss of population. If any infantry are present on the location they will also be subjected to the explosive damage.&lt;br /&gt;
&lt;br /&gt;
====Capturing====&lt;br /&gt;
''Main page - [[Start-capture|Starter Capturing]]''&lt;br /&gt;
&lt;br /&gt;
Hey Lieutenant, stop admiring the enemies' powerful ships and planetary support, and focus on destroying them! What, you don't want to? You wouldn't scratch them even if they destroyed your family and loved ones? Well, in that case you should '''Capture''' their planets and ships!&lt;br /&gt;
:*Capturing is the process of '''gaining control of a Planet or Ship''', so they help your friends and hurt your foes.&lt;br /&gt;
:*Capturing is done mainly using '''Infantry''', which are sent to the target via transport pods.&lt;br /&gt;
'''Ships''' :-&amp;lt;br&amp;gt;&lt;br /&gt;
:*To capture a ship, load up some infantry units from allied Planets or transport ships, then approach the target and press '''U''' when within 250 GU range. Infantry will fly towards the target and board it when they reach the ship's hull.&lt;br /&gt;
:*Infantry which board a ship will fight enemy infantry, and after that they will individually try to capture the ship's officers and command.&lt;br /&gt;
:*Ships which are boarded with infantry will '''Deploy defence systems''' to eliminate them before they can reach the command center of the ship. These systems are activated only when enemy infantry survive the allied infantry.&lt;br /&gt;
:*If an Infantry is unable to capture the ship, it will damage and disable nearby systems before being eliminated by defence systems.&lt;br /&gt;
:*Successful infantry will gain command of the ship, and use it to support their faction.&lt;br /&gt;
'''Planets''' :-&amp;lt;br&amp;gt;&lt;br /&gt;
:*To capture a planet, players of a faction are required to overthrow the enemy faction's '''Control''' on the planet.&lt;br /&gt;
:*'Control' is the influence value of the faction on a planet. The higher the control, the higher is the support and obedience of the planet's population to the governing faction.&lt;br /&gt;
:*Planet control is affected by the '''presence of ships in nearby space and infantry on the surface'''. Allied soldiers and ships will increase the control, and those of enemy's will reduce it.&lt;br /&gt;
:*Capture a planet by staying within the planet's '''Influence radius of 600 GU''' and helping infantry survive against enemy infantry.&lt;br /&gt;
:*When your strength is greater than the enemy's, the '''Net effect on Control will shift in your favour''', and the Control value will start dropping.&lt;br /&gt;
:*'''Bring down the Control of the planet''' to 0% to capture it in the name of your faction!&lt;br /&gt;
&lt;br /&gt;
===Guide Set C===&lt;br /&gt;
This guide was made by [*FTL*]Persistance @222120&lt;br /&gt;
&lt;br /&gt;
====Combat====&lt;br /&gt;
1. Always dodge fire when you can. Try a simple weaving pattern first, then try other things, like flying straight to make sure the enemy weapons shoot straight, then move. This is especially helpful on ICC, with their extra manuverability.&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Planetary_Structures&amp;diff=2771</id>
		<title>Planetary Structures</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Planetary_Structures&amp;diff=2771"/>
		<updated>2012-07-06T14:48:29Z</updated>

		<summary type="html">&lt;p&gt;Raje: /* Resource Facilities */ resourcefulness....&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Structures are the things that make the Darkspace Game go. Without the Shipyard, the only ships would be Scouts and Frigates. Without the Dome or the Hydroponics Farm, you could never get the population needed to build a Shipyard. Defense Bases defend your planets from invasion.&lt;br /&gt;
&lt;br /&gt;
Structures are built by [[Engineer|Engineering]] [[Ship|ships]] in orbit around a [[Planets|Planet]].&lt;br /&gt;
&lt;br /&gt;
==Basic Structures==&lt;br /&gt;
&lt;br /&gt;
===Colony Hub===&lt;br /&gt;
{{Structure|name=Colony Hub|function=+10 Habitat, +10 Food, +10 Energy, +5 Mining, +1 Production, +10 Research|worker=0|energy=0|technology=0|resource=0|buildtime=60|remark=Only 1 can be built on a planet.}}&lt;br /&gt;
The starting structure of any colony, provides a new colonies initial power, research, mining, habitat, and food production.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
===Dome===&lt;br /&gt;
{{Structure|name=Dome|function=+10 Habitat|worker=0|energy=1|technology=0|resource=100|buildtime=30|remark=None.}}&lt;br /&gt;
Increases the Habitat of a planet by 10.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Farms==&lt;br /&gt;
Increases the planet's Food Production.&lt;br /&gt;
&lt;br /&gt;
===Hydroponics Farm===&lt;br /&gt;
{{structure|name=Hydro Farm|function=+10 Food|worker=1|energy=1|technology=0|resource=50|buildtime=15|remark=None.}}&lt;br /&gt;
Basic farm structure.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
===Automated Hydroponics Farm===&lt;br /&gt;
{{structure|name=Automated Hydro Farm|function=+20 Food|worker=0|energy=2|technology=20|resource=350|buildtime=30|remark=Requires no workers.}}&lt;br /&gt;
Automated food production plant.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Biosphere Condensor===&lt;br /&gt;
{{structure|name=Biosphere Condensor|function=+30 Food|worker=2|energy=5|technology=40|resource=1900|buildtime=60|remark=None.}}&lt;br /&gt;
The most advanced food production facility.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Power Structures==&lt;br /&gt;
These structure provide the power for buildings to operate.&lt;br /&gt;
&lt;br /&gt;
===Fusion Generator===&lt;br /&gt;
{{structure|name=Fusion Generator|function=+30 Power|worker=1|energy=0|technology=0|buildtime=20|resource=50|remark=None.}}&lt;br /&gt;
The most basic power plant.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Quantum Generator===&lt;br /&gt;
{{structure|name=Quantum Generator|function=+40 Power|worker=3|energy=0|technology=40|buildtime=40|resource=450|remark=None.}}&lt;br /&gt;
A more advanced power plant.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Varience Generator===&lt;br /&gt;
{{structure|name=Variance Generator|function=+50 Power|worker=5|energy=0|technology=80|buildtime=60|resource=1800|remark=None.}}&lt;br /&gt;
The most advanced Power plant buildable.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solar Generator===&lt;br /&gt;
{{structure|name=Solar Generator|function=Variable Power|worker=1|energy=0|technology=10|buildtime=20|resource=200|remark=Generates power from sunlight received.}}&lt;br /&gt;
A conventional power plant which traps sunlight to make energy. Energy produced depends on the amount of sunlight being received by the structure, which is received most at the planet's equator.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Research Structures==&lt;br /&gt;
These buildings do the research needed to get more advanced structures.&lt;br /&gt;
&lt;br /&gt;
===Research Laboratory===&lt;br /&gt;
{{structure|name=Research Lab|function=+10 Research|worker=1|energy=3|technology=0|resource=700|buildtime=75|remark=None.}}&lt;br /&gt;
The basic Lab building&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Subspace Network===&lt;br /&gt;
{{structure|name=Subspace Network|function=+15 Research|worker=2|energy=6|technology=55|resource=1500|buildtime=150|remark=None.}}&lt;br /&gt;
An advanced Lab building.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
===Cortex Nexus===&lt;br /&gt;
{{structure|name=Cortex Nexus|function=+20 Research|worker=3|energy=12|technology=85|resource=3700|buildtime=300|remark=None.}}&lt;br /&gt;
The most advanced Lab structure in the game.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Facilities==&lt;br /&gt;
These structures mine and process the planets crust and convert it into usable Resource units.&lt;br /&gt;
&lt;br /&gt;
===Factory===&lt;br /&gt;
{{structure|name=Mine|function=+1 Production|worker=3|energy=2|technology=15|buildtime=50|resource=500|remark=None.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
{{structure|name=Mine|function=+5 Mining|worker=1|energy=1|technology=0|buildtime=25|resource=75|remark=None.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Deep Core Mine===&lt;br /&gt;
{{structure|name=Deep Core Mine|function=+9 Mining|worker=1|energy=5|technology=30|buildtime=50|resource=700|remark=None.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Mantle Extractor===&lt;br /&gt;
{{structure|name=Mantle Extractor|function=+12 Mining|worker=2|energy=10|technology=70|buildtime=100|resource=2750|remark=None.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Commerce Structures==&lt;br /&gt;
&lt;br /&gt;
===Starport===&lt;br /&gt;
{{structure|name=Starport|function=Spawns AI transports, Allows resource loading.|worker=1|energy=2|technology=10|resource=100|buildtime=30|remark=Only 1 can be built per planet.}}&lt;br /&gt;
Starports allow ships to request transport pods containing 5000 resources.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Depot===&lt;br /&gt;
{{structure|name=Depot|function=Repairs and reloads all friendly ships within 500 gu.|worker=1|energy=5|technology=10|resource=200|buildtime=30|remark=Only 1 can be built per planet.}}&lt;br /&gt;
All-purpose ship repair and ammunition centres, a depot can rapidly deploy drones to repair all damage to hull, armor and subsystems. Depots can also replenish all ship-borne repair systems.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shipyard===&lt;br /&gt;
{{structure|name=Shipyard|function=Constructs and stores player spaceships.|worker=40|energy=75|technology=65|resource=20000|buildtime=270|remark=Only 1 can be built per planet.}}&lt;br /&gt;
Shipyards will use the resources available on the planet to rapidly construct ships for players. If there is a lack of resources, shipyards will maintain a buffer of 10'000 resource units and use the surplus, if available.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Support Structures==&lt;br /&gt;
These structure perform special tasks to aid a planet and it's defenders.&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
{{structure|name=Barracks|function=Recruit and train infantry.|worker=1|energy=2|technology=0|buildtime=30|resource=100|remark=Can also train Heavy infantry}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sensor Base===&lt;br /&gt;
{{structure|name=Sensor Base|function=Make nearby ships more detectible.|worker=1|energy=10|technology=10|buildtime=30|resource=250|remark=Effect reduces with distance.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Anti-Sensor Base===&lt;br /&gt;
{{structure|name=Anti-Sensor Base|function=Make nearby ships less detectible.|worker=1|energy=10|technology=10|buildtime=30|resource=250|remark=Effect reduces with distance.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Interdictor Base===&lt;br /&gt;
{{structure|name=Interdictor Base|function=Generate a 2000 GU wide interdiction field.|worker=1|energy=20|technology=70|buildtime=100|resource=1000|remark=None.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shield Generator===&lt;br /&gt;
{{structure|name=Shield Generator|function=Generate planetary shield.|worker=1|energy=20|technology=20|buildtime=60|resource=500|remark=Shield protects from bombs.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defense Structures==&lt;br /&gt;
&lt;br /&gt;
===Point-Defense Base===&lt;br /&gt;
{{defstructure|name=Point-Defense Base I|worker=1|energy=10|technology=20|pdpower=4%|resource=800|buildtime=100}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense Base===&lt;br /&gt;
{{defstructure|name=Defense Base I|worker=2|energy=10|technology=25|pdpower=3%|resource=1000|buildtime=120}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense Base===&lt;br /&gt;
{{defstructure|name=Offense Base I|worker=3|energy=20|technology=35|pdpower=1%|resource=2000|buildtime=200}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Point-Defense Base===&lt;br /&gt;
{{defstructure|name=Point-Defense Base II|worker=5|energy=20|technology=70|pdpower=6%|resource=2500|buildtime=150}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Defense Base===&lt;br /&gt;
{{defstructure|name=Defense Base II|worker=4|energy=15|technology=80|pdpower=4%|resource=2000|buildtime=210}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Offense Base===&lt;br /&gt;
{{defstructure|name=Offense Base II|worker=6|energy=25|technology=90|pdpower=2%|resource=8000|buildtime=360}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
	<entry>
		<id>http://darkspace.net/wiki/index.php?title=Planetary_Structures&amp;diff=2770</id>
		<title>Planetary Structures</title>
		<link rel="alternate" type="text/html" href="http://darkspace.net/wiki/index.php?title=Planetary_Structures&amp;diff=2770"/>
		<updated>2012-07-04T13:39:23Z</updated>

		<summary type="html">&lt;p&gt;Raje: added uncategorized structures&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Structures are the things that make the Darkspace Game go. Without the Shipyard, the only ships would be Scouts and Frigates. Without the Dome or the Hydroponics Farm, you could never get the population needed to build a Shipyard. Defense Bases defend your planets from invasion.&lt;br /&gt;
&lt;br /&gt;
Structures are built by [[Engineer|Engineering]] [[Ship|ships]] in orbit around a [[Planets|Planet]].&lt;br /&gt;
&lt;br /&gt;
==Basic Structures==&lt;br /&gt;
&lt;br /&gt;
===Colony Hub===&lt;br /&gt;
{{Structure|name=Colony Hub|function=+10 Habitat, +10 Food, +10 Energy, +5 Mining, +1 Production, +10 Research|worker=0|energy=0|technology=0|resource=0|buildtime=60|remark=Only 1 can be built on a planet.}}&lt;br /&gt;
The starting structure of any colony, provides a new colonies initial power, research, mining, habitat, and food production.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
===Dome===&lt;br /&gt;
{{Structure|name=Dome|function=+10 Habitat|worker=0|energy=1|technology=0|resource=100|buildtime=30|remark=None.}}&lt;br /&gt;
Increases the Habitat of a planet by 10.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Farms==&lt;br /&gt;
Increases the planet's Food Production.&lt;br /&gt;
&lt;br /&gt;
===Hydroponics Farm===&lt;br /&gt;
{{structure|name=Hydro Farm|function=+10 Food|worker=1|energy=1|technology=0|resource=50|buildtime=15|remark=None.}}&lt;br /&gt;
Basic farm structure.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
===Automated Hydroponics Farm===&lt;br /&gt;
{{structure|name=Automated Hydro Farm|function=+20 Food|worker=0|energy=2|technology=20|resource=350|buildtime=30|remark=Requires no workers.}}&lt;br /&gt;
Automated food production plant.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Biosphere Condensor===&lt;br /&gt;
{{structure|name=Biosphere Condensor|function=+30 Food|worker=2|energy=5|technology=40|resource=1900|buildtime=60|remark=None.}}&lt;br /&gt;
The most advanced food production facility.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Power Structures==&lt;br /&gt;
These structure provide the power for buildings to operate.&lt;br /&gt;
&lt;br /&gt;
===Fusion Generator===&lt;br /&gt;
{{structure|name=Fusion Generator|function=+30 Power|worker=1|energy=0|technology=0|buildtime=20|resource=50|remark=None.}}&lt;br /&gt;
The most basic power plant.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Quantum Generator===&lt;br /&gt;
{{structure|name=Quantum Generator|function=+40 Power|worker=3|energy=0|technology=40|buildtime=40|resource=450|remark=None.}}&lt;br /&gt;
A more advanced power plant.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Varience Generator===&lt;br /&gt;
{{structure|name=Variance Generator|function=+50 Power|worker=5|energy=0|technology=80|buildtime=60|resource=1800|remark=None.}}&lt;br /&gt;
The most advanced Power plant buildable.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Solar Generator===&lt;br /&gt;
{{structure|name=Solar Generator|function=Variable Power|worker=1|energy=0|technology=10|buildtime=20|resource=200|remark=Generates power from sunlight received.}}&lt;br /&gt;
A conventional power plant which traps sunlight to make energy. Energy produced depends on the amount of sunlight being received by the structure, which is received most at the planet's equator.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Research Structures==&lt;br /&gt;
These buildings do the research needed to get more advanced structures.&lt;br /&gt;
&lt;br /&gt;
===Research Laboratory===&lt;br /&gt;
{{structure|name=Research Lab|function=+10 Research|worker=1|energy=3|technology=0|resource=700|buildtime=75|remark=None.}}&lt;br /&gt;
The basic Lab building&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Subspace Network===&lt;br /&gt;
{{structure|name=Subspace Network|function=+15 Research|worker=2|energy=6|technology=55|resource=1500|buildtime=150|remark=None.}}&lt;br /&gt;
An advanced Lab building.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
===Cortex Nexus===&lt;br /&gt;
{{structure|name=Cortex Nexus|function=+20 Research|worker=3|energy=12|technology=85|resource=3700|buildtime=300|remark=None.}}&lt;br /&gt;
The most advanced Lab structure in the game.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Resource Facilities==&lt;br /&gt;
These structures mine and process the planets crust and convert it into usable Resource units.&lt;br /&gt;
&lt;br /&gt;
===Factory===&lt;br /&gt;
&lt;br /&gt;
===Mine===&lt;br /&gt;
&lt;br /&gt;
===Deep Core Mine===&lt;br /&gt;
&lt;br /&gt;
===Mantle Extractor===&lt;br /&gt;
&lt;br /&gt;
==Commerce Structures==&lt;br /&gt;
&lt;br /&gt;
===Starport===&lt;br /&gt;
{{structure|name=Starport|function=Spawns AI transports, Allows resource loading.|worker=1|energy=2|technology=10|resource=100|buildtime=30|remark=Only 1 can be built per planet.}}&lt;br /&gt;
Starports allow ships to request transport pods containing 5000 resources.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Depot===&lt;br /&gt;
{{structure|name=Depot|function=Repairs and reloads all friendly ships within 500 gu.|worker=1|energy=5|technology=10|resource=200|buildtime=30|remark=Only 1 can be built per planet.}}&lt;br /&gt;
All-purpose ship repair and ammunition centres, a depot can rapidly deploy drones to repair all damage to hull, armor and subsystems. Depots can also replenish all ship-borne repair systems.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shipyard===&lt;br /&gt;
{{structure|name=Shipyard|function=Constructs and stores player spaceships.|worker=40|energy=75|technology=65|resource=20000|buildtime=270|remark=Only 1 can be built per planet.}}&lt;br /&gt;
Shipyards will use the resources available on the planet to rapidly construct ships for players. If there is a lack of resources, shipyards will maintain a buffer of 10'000 resource units and use the surplus, if available.&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Support Structures==&lt;br /&gt;
These structure perform special tasks to aid a planet and it's defenders.&lt;br /&gt;
&lt;br /&gt;
===Barracks===&lt;br /&gt;
{{structure|name=Barracks|function=Recruit and train infantry.|worker=1|energy=2|technology=0|buildtime=30|resource=100|remark=Can also train Heavy infantry}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Sensor Base===&lt;br /&gt;
{{structure|name=Sensor Base|function=Make nearby ships more detectible.|worker=1|energy=10|technology=10|buildtime=30|resource=250|remark=Effect reduces with distance.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Anti-Sensor Base===&lt;br /&gt;
{{structure|name=Anti-Sensor Base|function=Make nearby ships less detectible.|worker=1|energy=10|technology=10|buildtime=30|resource=250|remark=Effect reduces with distance.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Interdictor Base===&lt;br /&gt;
{{structure|name=Interdictor Base|function=Generate a 2000 GU wide interdiction field.|worker=1|energy=20|technology=70|buildtime=100|resource=1000|remark=None.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Shield Generator===&lt;br /&gt;
{{structure|name=Shield Generator|function=Generate planetary shield.|worker=1|energy=20|technology=20|buildtime=60|resource=500|remark=Shield protects from bombs.}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Defense Structures==&lt;br /&gt;
&lt;br /&gt;
===Point-Defense Base===&lt;br /&gt;
{{defstructure|name=Point-Defense Base I|worker=1|energy=10|technology=20|pdpower=4%|resource=800|buildtime=100}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Defense Base===&lt;br /&gt;
{{defstructure|name=Defense Base I|worker=2|energy=10|technology=25|pdpower=3%|resource=1000|buildtime=120}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Offense Base===&lt;br /&gt;
{{defstructure|name=Offense Base I|worker=3|energy=20|technology=35|pdpower=1%|resource=2000|buildtime=200}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Point-Defense Base===&lt;br /&gt;
{{defstructure|name=Point-Defense Base II|worker=5|energy=20|technology=70|pdpower=6%|resource=2500|buildtime=150}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Defense Base===&lt;br /&gt;
{{defstructure|name=Defense Base II|worker=4|energy=15|technology=80|pdpower=4%|resource=2000|buildtime=210}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Heavy Offense Base===&lt;br /&gt;
{{defstructure|name=Offense Base II|worker=6|energy=25|technology=90|pdpower=2%|resource=8000|buildtime=360}}&lt;br /&gt;
&amp;lt;div style=&amp;quot;clear:both&amp;quot;&amp;gt;&lt;/div&gt;</summary>
		<author><name>Raje</name></author>
		
	</entry>
</feed>