Spacecraft
Updated Apr 2, 2012

Spacecraft provide transportation between the planets and stars of Hazeron. Starships enable you to travel quickly to distant solar systems. What will you find? What sort of plants and animals are there? Will you encounter an alien empire? Will they be friendly?

Spacecraft are designed in the Design Studio. Refer to the Spacecraft Design page for more information. The Spacecraft Design page contains detailed information about the systems that make up a spacecraft. This page describes general information about spacecraft.

Spacecraft fall into four categories.


Spaceship A vessel that can travel through space.

Starship A spaceship that can travel quickly between solar systems through wormholes

Spaceport A stationary vessel that acts as a trade and repair hub for all cities in the solar system.

Starport A spaceport that can be towed through a wormhole to another solar system.

Operation

Spacecraft systems are operated using crew stations. Each crew station is described in detail on these pages.

Engineer Station
Fire Control Station
Helm
Medic Station
Navigator Station
Power Relay Station
Sensor Station
Shield Station
Surgery Station
Transporter Station

Manufacture

Spacecraft are manufactured at a Spacecraft Factory. Two different methods are used to manufacture spacecraft.

Spacecraft can be purchased outright by players with enough money. This method results in immediate manufacture. The new spacecraft appears in orbit above the city with the new owner aboard, standing near the helm. The owner is automatically assigned the Captain's Berth. The ship's capacitor is full but the fuel tanks are empty. Spacecraft manufactured in this way are privately owned. Private ownership is discussed further in the Private vs Subsidized section.

An automated manufacturing process can be used to mass produce spacecraft. This method works like the other manufacturing processes in a city. The commodities needed to make the spacecraft are accumulated. Then the manufacturing process is run, taking time based on the labor required. Spacecraft manufactured in this way are free for use by players but ownership belongs to the empire. Government ownership is discussed further in the Private vs Subsidized section.

The location for spacecraft to spawn when manufactured by an automated process depends upon the size and category of the spacecraft.

Private vs Subsidized

Spacecraft are either privately owned or government owned. The method of manufacture determines the ownership status of a spacecraft. The private vs government ownership status of a spacecraft never changes, even when captured.

Spacecraft that are manufactured by a spacecraft factory using mass production processes are government owned. Government owned spacecraft receive free fuel, repairs and munitions at all friendly ports. For this reason, these vessels are referred to as subsidized. A subsidy tax set by the emperor is levied on all cargo transactions using subsidized vessels. Subsidized spacecraft do not respawn when destroyed.

Spacecraft that are purchased from a spacecraft factory are privately owned. Cargo transactions performed using privately owned spacecraft are not subject to subsidy tax. Fuel, repairs and munitions are not free to privately owned vessels, as they are with subsidized vessels.

Privately owned spacecraft may respawn when destroyed. A ship with no captain or officers will not respawn. The ship spawns in orbit above its spawn-tied city, which is initially set to the city that manufactures the ship. The Governance window has a button to spawn-tie your ship to the city it is currently in; only the captain or an officer can change a ship's spawn tie city.

When the spawn city is no longer friendly, the ship spawns at the capitol city of your empire. If the capitol city is no longer controlled by your empire, the ship is reassigned to a different empire that has a capitol and the ship respawns there.

Minimal free repairs are performed on the ship when it spawns. All control consoles are repaired. The life support system is repaired enough to function. The power plant is repaired to at least 5% of its capacity and the capacitor is recharged. The gravity drive is repaired to at least 5% of its capacity and set on Hold. No other free repairs are performed; additional repairs must be accomplished according to the Damage and Repairs section below.

Capture

To capture a spacecraft, you must sit at the helm for thirty seconds. If the ship is owned by an empire that is an enemy of your empire, the ship will be claimed for your empire. If your empire is friendly or neutral toward the owner of the ship, it is not captured when you sit at the helm.

When a subsidized ship is captured, the ship's roster is cleared of its occupants. The former crew members can no longer spawn at their bunks.

When a privately owned ship is captured, the ship's roster is not cleared of its occupants. The former crew members may continue to respawn at their bunks. When they spawn, their allegiance will change to that of the ship if they could no longer occupy their berth due to political stance. That is, officers allegiance changes if the ship's empire is no longer friendly toward them since a friendly stance is required to occupy an officer berth; crew allegiance changes if the ship's empire is enemy toward them since a neutral or better stance is required to occupy a crew berth.

The private vs subsidized status of a spacecraft does not change when it is captured.

Damage and Repairs

Spacecraft can be damaged. To determine the current state of repair of a spacecraft, display the Damage Report (F7) window. The report shows the commodities needed to repair each system of the spacecraft you are aboard.

Alert conditions are based on the level of damage to the systems of the spacecraft. Alert conditions are triggered automatically when the spacecraft is moderately or severely damaged.


Alert Condition
Criteria
Indicator

Red
A system is 100% damaged, or
a Command and Control console is inoperative, or
Life Support is not functioning.
Interior lighting alternates between red and normal each second.

Amber
A system is 50% damaged.
Interior lighting alternates between amber and normal each second.

Green
All systems are less than 50% damaged.
Inteior lighting is normal, as set on the helm.

Spacecraft can be repaired manually or at a repair shop. Manual repairs are performed by players and repair shop repairs are performed by interacting with cities.

Cities that have an Airport Repair Shop can fix spacecraft. Use the Comm (F3) dialog to request repairs from cities within range. The spacecraft must be on a road slab of the city or it must be near a friendly space station in the solar system. Friendly and neutral cities will offer repairs if they have the necessary materials. Friendly cities will repair subsidized spacecraft for free. Neutral cities will propose a price based on the quality of materials they have on hand. Cities will not repair enemy spacecraft.

Manual repairs require that you select the proper tool as your current item. Each different tool repairs a specific commodity that is damaged.


Tool
Repairs Damaged Commodity

Clamp Cryo Heat Sink
Magmium Heat Sink
Vulcium Heat Sink

Fitting Wrench
Air

Glue Gun
Plastic

Hammer
Metal
Magmium
Vulcium

Microscope
Myrasplicer

Nanopath Calibrator
Tesloid Dissipator

Oscilloscope Io Tube

Pliers
Grav Coupling
Large Rocket Motor

Screw Driver
Computer
Gigacell

Soldering Iron
Electronic Part

Tongs
Antiflux Particles
Lumenite

Torque Wrench
Heavy Weapon

Wrench
Mechanical Part

Here's how to fix a broken system. Let's say your damage report shows the gravity drive requires ten electronic parts to repair. You must select a soldering iron as your current item and look at one of the gravity drive units on the spacecraft, it doesn't matter which one. The electronic part icon next to the soldering iron will display a number 10, showing that the system requires ten electronic parts to repair. Hold the mouse button to apply electronic parts toward the repair. One electronic part is consumed to repair each unit. The cargo hold or your personal inventory must contain the appropriate parts to perform each repair; parts are taken from the cargo hold before they are taken from your personal inventory.

Repairs to the hull, fuel tank, and hold are all applied by targeting a hull wall. The components needed to repair all of those systems are added together to show the total number of components needed when a hull wall is targeted.

Passenger/Crew Roster

Every spacecraft has a roster. The roster lists crew and passengers of the ship. The role of each person on the ship is determined by the roster position they hold.

A person who occupies a berth will spawn at their bunk when they die or when they initiate spawn recall. A bunk is automatically assigned when a player joins the roster of a ship. If one is available, a bunk is assigned in the room the player is standing when they are accepted onto the roster. This bunk becomes the player's primary spawn location. When a ship has no bunks, the person spawns at a randomly selected location on the ship. Refer to the Characters page for more information about spawning.

Crew membership is determined by berth occupancy. People occupying Captain, Officer, Crew or Troop Berths are crew members. People occupying Passenger Berths are not part of the crew. Crew members can operate locked crew and hull doors as though they were not locked. A spacecraft will respond to beam-up requests from crew members when the message is broadcast on the Crew channel.

Roster positions are determined by the design of a spacecraft. Every bunk in the design provides berthing for two people so each bunk adds two roster positions. The type of roster positions added is determined by the type of room in which the bunk is placed.


Room Type
Roster Entry
Notes

Barracks
Troop Berth


Crew Cabin
Crew Berth


Officer Cabin
Officer Berth
Officers can buy and sell cargo, accept and kick berth occupants, and access the ship's fund.

Stateroom
Passenger Berth
Can be used to carry colonists.

The occupant of the Captain's Berth is the Captain of the ship. The Captain is the highest ranking officer of the ship and has the greatest authority over the ship's roster, funds and policies. A Captain's Berth is always listed in the roster, even if no bunks exist in the design. This permits someone to hold the position of Captain in every ship, regardless of the presense of bunks.

When the design has bunks, the Captain's Berth is assigned from one of them in order of preference; officer cabin, stateroom, crew cabin, then barracks. The roster in a spacecraft with one bunk in an officer cabin will show a Captain's Berth and one Officer Berth. The roster in a spacecraft with no bunks will show only a Captain's Berth.

The Governance (F11) window has controls for managing the roster and other policies of the ship. Tooltips on the controls describe each of their functions. The following berth-related functions are available on the Governance (F11) window.


Available Berths
Lists the number and type of berths that are unoccupied.

Occupied Berths
Lists the occupied berths, showing the name of each occupant or 'Colonist' when a stateroom berth is occupied by a citizen.

Request Berth
Requests the selected available berth. The captain's berth is granted to friends when it is unoccupied. Officer berth requests must be accepted by the captain. Crew, passenger, and troop berths may be granted automatically, depending on policies described below. Only requests from friendly and neutral players are automatically accepted.

Release Berth
Releases the berth you hold, wherever it is. You do not have to be aboard any spacecraft to release your berth. You will no longer respawn on any ship until you join another roster. Your primary respawn point will be the last city at which you spawn-tied.

Kick Occupant
Removes a selected occupant from the roster. Only officers can kick crew, passengers, and troops. Only the captain can kick officers. Nobody can kick the captain, except the captain.

Accept All Crew Berth Requests
When this policy is checked, requests for crew berths are accepted automatically if the requestor is aboard. When unchecked, requests for crew berths must be accepted by an officer of the ship. Only an officer of the ship may change this policy. Only requests from friendly and neutral players are automatically accepted.

Accept All Passenger Berth Requests When this policy is checked, requests for passenger berths are accepted automatically if the requestor is aboard. When unchecked, requests for passenger berths must be accepted by an officer of the ship. Only an officer of the ship may change this policy. Only requests from friendly and neutral players are automatically accepted.

Accept All Troop Berth Requests When this policy is checked, requests for troop berths are accepted automatically if the requestor is aboard. When unchecked, requests for troop berths must be accepted by an officer of the ship. Only an officer of the ship may change this policy. Only requests from friendly and neutral players are automatically accepted.

The Comm (F3) window has controls for interacting with the roster. Some requests for berths require acceptance by an officer of the ship. Berth requests are transmitted and accepted using the Comm (F3) window.


Load Colonists
Offer empty stateroom berths to colonists looking for transport.
Cities within trade range may respond, giving up some of their citizen population as colonists.
Players aboard other ships within trade range may also Accept, if they have colonists aboard to give up.
The load offer can only be accepted once. The acceptor may transfer less colonists than you requested. To load more colonists, you must submit another load offer.

Debark Colonists
Offer to unload colonists from your ship.
Cities within trade range will respond, adding the colonists to their citizen population. Payment is added to the ship's fund based on the distance traveled by each colonist and the accomodations offered by your ship. Transport rates are paid according to debark location relative to city of origin:

Accommodations
In City of Origin or At Station in Solar System of Origin
On Planet of Origin
In Solar System of Origin
In Different Solar System

First Class - Lounge, Galley
0
3
30
300

Second Class - Galley
0
2
20
200

Third Class - Berth Only
0
1
10
100
Players aboard other ships within trade range may also Accept, taking the colonists aboard their ship. No automatic payment is made for player-to-player transfers of colonists.
The debark offer can only be accepted once. The acceptor may transfer less colonists than you offered. To debark more colonists, you must submit another debark offer.

Request Berth Transmits a standard request for a berth. You can request a specific type of berth, or 'any' if you just need a ride. Once accepted, you can initiate a spawn-recall (Alt-Backspace) to respawn aboard the ship.
If you are aboard a ship when requesting a berth, your request may be accepted by the ship, depending upon its berth acceptance policy. The captain's berth is always granted to friends when it is unoccupied.
Only requests from friendly and neutral players are automatically accepted for other berths.

Accept
Accepts 'Load Colonists' requests to transfer colonists from your ship to another ship.
Accepts 'Debark Colonists' offers to transfer colonists to your ship from another ship.
Accepts berth requests.
You must be an officer of the ship you are aboard to accept berth requests or to load or unload colonists.

Revoke
Revokes your last 'Load Colonists', 'Debark Colonists', or 'Request Berth' message. Once revoked, those messages can no longer be accepted.