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	<id>https://hazeron.com:443/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Neils+Iyssada</id>
	<title>Hazeron Wiki - User contributions [en]</title>
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	<updated>2026-04-19T23:01:35Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=User:Neils_Iyssada&amp;diff=13769</id>
		<title>User:Neils Iyssada</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=User:Neils_Iyssada&amp;diff=13769"/>
		<updated>2025-03-20T14:57:16Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: Added designs picture&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:KP civilian fleet.png|400px|thumb|right|Kadeshi Protectorate civilian designs.]]&lt;br /&gt;
Just some late-MMO era player trying to be useful. Founder of [[Kadeshi Protectorate]] and late member of [[French Empire]].&lt;br /&gt;
&lt;br /&gt;
Author of those spacecraft blueprints :&lt;br /&gt;
&lt;br /&gt;
* '''Shuttles :'''&lt;br /&gt;
** ''UT-47 &amp;quot;Kodiak&amp;quot;'' - Cheap [[Maneuver_Drive#Gravity_Drive|gravity drive]] shuttle for intra-system transit or embarked shuttle.&lt;br /&gt;
** ''UT-47 &amp;quot;Rocket&amp;quot;'' - [[Maneuver_Drive#Rocket_Drive|Rocket drive]] variant of the &amp;quot;Kodiak&amp;quot;.&lt;br /&gt;
* '''Corvettes :'''&lt;br /&gt;
** ''Ibis'' - [[Wormhole]] exploration corvette. Can be [[Spacecraft_Design#Construction|built on ground]]. Has [[shield|shields]], [[Weapon_Bay|weapon bay]] and [[transporter]]. Simple interior.&lt;br /&gt;
** ''Ibis &amp;quot;Busteroid&amp;quot;'' - [[Asteroid]] defense variant of the Ibis, with systems stripped as much as possible to be cheap and accomodate the big [[sensor|sensors]] and weapon bay. Doesn't have [[FTL Drive]]. Simple interior.&lt;br /&gt;
** ''Ibis 2'' (WIP) - Improved Ibis variant, with fully reworked interior, ground vehicles and [[turret|turrets]].&lt;br /&gt;
* '''Exploration Frigates :'''&lt;br /&gt;
** ''Xplo'' - Small frigate to explore neighboring [[sector|sectors]]. Has [[FTL_Drive#Warp_Drive|WARP]] 3, [[FTL_Drive#Wormhole_Drive|wormhole drives]], shields and a weapon bay. Simple interior.&lt;br /&gt;
** ''Stars'' - [[Preon]] harvesting variant of the Xplo. Weapon bay was replaced by a [[Harvester_Bay|particle collector bay]]. Simple interior.&lt;br /&gt;
** ''Normandy SR1'' - Stealth exploration frigate, with stealth shields, a weapon bay and a single ground vehicle. [[Vectorus]] made an improved version with windows, turrets and fixed the turbolift.&lt;br /&gt;
* '''Freighter :'''&lt;br /&gt;
** ''Grand Transporteur'' - Medium sized freighter, shielded but unarmed. Simple interior.&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=File:KP_civilian_fleet.png&amp;diff=13768</id>
		<title>File:KP civilian fleet.png</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=File:KP_civilian_fleet.png&amp;diff=13768"/>
		<updated>2025-03-20T14:52:40Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: Kadeshi Protectorate civilian designs. From left to right : UT-47 shuttle, Ibis corvette, Xplo frigate, Normandy SR1 frigate and Grand Transporteur freighter.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Summary ==&lt;br /&gt;
Kadeshi Protectorate civilian designs. From left to right : UT-47 shuttle, Ibis corvette, Xplo frigate, Normandy SR1 frigate and Grand Transporteur freighter.&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Template:FrontpageNewsGame&amp;diff=13750</id>
		<title>Template:FrontpageNewsGame</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Template:FrontpageNewsGame&amp;diff=13750"/>
		<updated>2025-02-13T08:39:17Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [[Hazeron Starship]] now supports [[seasons]] and [[fleet|fleets]] !&lt;br /&gt;
* [[Hazeron Starship]] is '''out now''' on Steam![https://store.steampowered.com/app/2239520/Hazeron_Starship/]&lt;br /&gt;
* Haxus has returned and set the Steam release date for Hazeron Starship to the '''1st of December'''. The store page is [https://store.steampowered.com/app/2239520/Hazeron_Starship/ here] and the forum post is [https://hazeron.com/mybb/showthread.php?tid=2974 here]&lt;br /&gt;
* [[Hazeron Starship]] is now integrated with the Steam Workshop! Spacecraft and building designs can be uploaded and accessed there from the in-game exchanges, alongside viewed and rated on Steam's UI as usual.&lt;br /&gt;
* Patents have been removed. There is currently no research system in [[Hazeron Starship]].[https://hazeron.com/mybb/showthread.php?tid=2833]&lt;br /&gt;
* It is now possible to dive into [[Gas_Giant|gas giant]]s and even build colonies.&lt;br /&gt;
* Broker [[shipment]]s allow commodities to be sent to other solar systems.&lt;br /&gt;
* [[Underwater_Colony|Underwater colonies]] are now possible.&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=User:Neils_Iyssada&amp;diff=13742</id>
		<title>User:Neils Iyssada</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=User:Neils_Iyssada&amp;diff=13742"/>
		<updated>2025-01-29T10:25:02Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just some late-MMO era player trying to be useful. Founder of [[Kadeshi Protectorate]] and late member of [[French Empire]].&lt;br /&gt;
&lt;br /&gt;
Author of those spacecraft blueprints :&lt;br /&gt;
&lt;br /&gt;
* '''Shuttles :'''&lt;br /&gt;
** ''UT-47 &amp;quot;Kodiak&amp;quot;'' - Cheap [[Maneuver_Drive#Gravity_Drive|gravity drive]] shuttle for intra-system transit or embarked shuttle.&lt;br /&gt;
** ''UT-47 &amp;quot;Rocket&amp;quot;'' - [[Maneuver_Drive#Rocket_Drive|Rocket drive]] variant of the &amp;quot;Kodiak&amp;quot;.&lt;br /&gt;
* '''Corvettes :'''&lt;br /&gt;
** ''Ibis'' - [[Wormhole]] exploration corvette. Can be [[Spacecraft_Design#Construction|built on ground]]. Has [[shield|shields]], [[Weapon_Bay|weapon bay]] and [[transporter]]. Simple interior.&lt;br /&gt;
** ''Ibis &amp;quot;Busteroid&amp;quot;'' - [[Asteroid]] defense variant of the Ibis, with systems stripped as much as possible to be cheap and accomodate the big [[sensor|sensors]] and weapon bay. Doesn't have [[FTL Drive]]. Simple interior.&lt;br /&gt;
** ''Ibis 2'' (WIP) - Improved Ibis variant, with fully reworked interior, ground vehicles and [[turret|turrets]].&lt;br /&gt;
* '''Exploration Frigates :'''&lt;br /&gt;
** ''Xplo'' - Small frigate to explore neighboring [[sector|sectors]]. Has [[FTL_Drive#Warp_Drive|WARP]] 3, [[FTL_Drive#Wormhole_Drive|wormhole drives]], shields and a weapon bay. Simple interior.&lt;br /&gt;
** ''Stars'' - [[Preon]] harvesting variant of the Xplo. Weapon bay was replaced by a [[Harvester_Bay|particle collector bay]]. Simple interior.&lt;br /&gt;
** ''Normandy SR1'' - Stealth exploration frigate, with stealth shields, a weapon bay and a single ground vehicle. [[Vectorus]] made an improved version with windows, turrets and fixed the turbolift.&lt;br /&gt;
* '''Freighter :'''&lt;br /&gt;
** ''Grand Transporteur'' - Medium sized freighter, shielded but unarmed. Simple interior.&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=User:Neils_Iyssada&amp;diff=13741</id>
		<title>User:Neils Iyssada</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=User:Neils_Iyssada&amp;diff=13741"/>
		<updated>2025-01-27T14:11:27Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: Created page with &amp;quot;Just some late-MMO era player trying to be useful. Founder of Kadeshi Protectorate and late member of French Empire.  Author of those spacecraft blueprints :  * Shuttles '''UT-47 &amp;quot;Kodiak&amp;quot;''' / '''UT-47 &amp;quot;Rocket&amp;quot;''' * Corvettes '''Ibis''' /  '''Ibis &amp;quot;Busteroid&amp;quot;''' / '''Ibis 2''' (WIP) * Exploration Frigates '''Xplo''' / '''Stars''' / '''Normandy SR1''' * Freighter '''Grand Transporteur'''&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Just some late-MMO era player trying to be useful. Founder of [[Kadeshi Protectorate]] and late member of [[French Empire]].&lt;br /&gt;
&lt;br /&gt;
Author of those spacecraft blueprints :&lt;br /&gt;
&lt;br /&gt;
* Shuttles '''UT-47 &amp;quot;Kodiak&amp;quot;''' / '''UT-47 &amp;quot;Rocket&amp;quot;'''&lt;br /&gt;
* Corvettes '''Ibis''' /  '''Ibis &amp;quot;Busteroid&amp;quot;''' / '''Ibis 2''' (WIP)&lt;br /&gt;
* Exploration Frigates '''Xplo''' / '''Stars''' / '''Normandy SR1'''&lt;br /&gt;
* Freighter '''Grand Transporteur'''&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Kadeshi_Protectorate&amp;diff=13739</id>
		<title>Kadeshi Protectorate</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Kadeshi_Protectorate&amp;diff=13739"/>
		<updated>2025-01-24T10:45:36Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empire&lt;br /&gt;
| Name = Kadeshi Protectorate&lt;br /&gt;
| Picture = &lt;br /&gt;
| FoundingDate = 2018-06-25&lt;br /&gt;
| MemberCount = 1&lt;br /&gt;
| KeyMembers =&lt;br /&gt;
* Neils Iyssada&lt;br /&gt;
| Allies =&lt;br /&gt;
* [[French Empire]]&lt;br /&gt;
* [[Foxtail]]&lt;br /&gt;
* [[Stellar Syndicate]]&lt;br /&gt;
| Enemies =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Kadeshi Protectorate''' was a minor solo empire that existed from late U5 to end of MMO (U7). It was previously named '''Iyssadae Concordat''' until U6 or U7. Kadeshi Protectorate was peaceful, exploration-driven, and centered around ship designing.&lt;br /&gt;
&lt;br /&gt;
==Universe 4==&lt;br /&gt;
A young Neils Iyssada created his first empire on july 2014. It may have been named Iyssadae Concordat. He developped his homeworld up to producing rockets, but couldn't play during august and assisted helplessly to the abrupt end of U4.&lt;br /&gt;
&lt;br /&gt;
==Universe 5==&lt;br /&gt;
Years after that, approximately mid-july 2018, Neils Iyssada joined again after searching for space games and remembering this game. He created a new Iyssadae Concordat empire. This time, the home system was colonized in a week and a modified Scout wormhole ship was used for exploration. This design was quite ugly though, and Neils began learning proper ship designing - which became one of the Concordat's main activity.&lt;br /&gt;
&lt;br /&gt;
Several weeks of slow exploration later, the Concordat had its first contact with another empire, which was befriended. A couple other empires were found, mostly inactive or low activity. Then a large empire - could have been [[Stellar Syndicate]] or [[Weltreich]] - threatened Iyssadae Concordat, which didn't answer. Although some military frigates and cruisers were produced to defend the empire, it wasn't enough - all colonies on the few inhabited systems were conquered overnight. A congratulating diplomatic message was sent, answered by an encouraging message asking to &amp;quot;bring Sajuuk to bear&amp;quot; (Homeworld reference).&lt;br /&gt;
&lt;br /&gt;
A hiatus of a couple months ensued, before creating another empire, spawning in a remote place this time. Development was quick, having learned from the first Concordat. The [[Asteroid]] menace was introduced earlier, but it was destroyed thanks to a modified Basic Design. Iyssadae Concordat was so remote it didn't meet any new empire for months, apart from [[Haxus]]' and [[Foxtail]] ([[Deantwo]] being a game agent).&lt;br /&gt;
The 2nd Iyssadae Concordat died with U5 end, after an uneventful history and several key spacecraft designs created (Kodiak shuttle, Xplo frigate, Normandy SR1 frigate).&lt;br /&gt;
&lt;br /&gt;
==Universe 6==&lt;br /&gt;
Neils Iyssada saw the upcoming U6 as a great way to start over and try to get more involved in galactic affairs. A new asteroid-hunting design was created before U6.&lt;br /&gt;
Not much is remembered about this period. Neils Iyssada likely created an empire, then grew bored and played other games ; or there was so few players that it felt like U5 remote empire again.&lt;br /&gt;
&lt;br /&gt;
==Universe 7==&lt;br /&gt;
Neils Iyssada founded '''Kadeshi Protectorate''' near early march 2022. He broke his own record by having a shuttle spacecraft the 2nd day and easily destroyed the asteroid with the now proven Ibis Busteroid design, although several ships were lost to atmo diving.&lt;br /&gt;
A couple of systems were colonized, and a [[Ringworld]] was found. WARP ships were built during the 3rd week, and exploration continued until first contact was made with [[Stellar Syndicate]]. They asked the Protectorate to be their vassal, or to be exterminated. With no warships on hand and only a couple days to answer, Neils had to comply for the greater good. Thus Kadeshi Protectorate became a Syndicate vassal.&lt;br /&gt;
&lt;br /&gt;
The empire had to pay 50% them of their income, give [[preon|preons]] from their ringworld system, and ensure high-quality [[hydrogen]] fuel supply for any Syndicate ship passing by.&lt;br /&gt;
Neils gradually started playing other games. He then returned 6 months later to find himself stranded in orbit of his ringworld, amidst the ruins of Kadeshi Protectorate colonies. A city was rebuilt, and contact was made with 2 uncrewed Normandy frigates that somehow survived the decay, but on orbit from the old homeworld. Neils managed to reclaim the ships thanks to another avatar that was previously left on the homeworld, but grew bored again.&lt;br /&gt;
&lt;br /&gt;
[[Category:Historical_Empires]]&lt;br /&gt;
[[Category:Universe_5]]&lt;br /&gt;
[[Category:Universe_6]]&lt;br /&gt;
[[Category:Universe_7]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Kadeshi_Protectorate&amp;diff=13736</id>
		<title>Kadeshi Protectorate</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Kadeshi_Protectorate&amp;diff=13736"/>
		<updated>2025-01-22T16:58:08Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: Created page with &amp;quot;{{Empire | Name = Kadeshi Protectorate | Picture =  | FoundingDate = 2018-06-25 | MemberCount = 1 | KeyMembers = * Neils Iyssada | Allies = * French Empire * Foxtail * Stellar Syndicate | Enemies = }}  '''Kadeshi Protectorate''' was a minor solo empire that existed from late U5 to end of MMO (U7). It was previously named '''Iyssadae Concordat''' until U6. Kadeshi Protectorate was peaceful, exploration-driven, and centered around ship designing.  =Universe 4=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empire&lt;br /&gt;
| Name = Kadeshi Protectorate&lt;br /&gt;
| Picture = &lt;br /&gt;
| FoundingDate = 2018-06-25&lt;br /&gt;
| MemberCount = 1&lt;br /&gt;
| KeyMembers =&lt;br /&gt;
* Neils Iyssada&lt;br /&gt;
| Allies =&lt;br /&gt;
* [[French Empire]]&lt;br /&gt;
* [[Foxtail]]&lt;br /&gt;
* [[Stellar Syndicate]]&lt;br /&gt;
| Enemies =&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
'''Kadeshi Protectorate''' was a minor solo empire that existed from late U5 to end of MMO (U7). It was previously named '''Iyssadae Concordat''' until U6. Kadeshi Protectorate was peaceful, exploration-driven, and centered around ship designing.&lt;br /&gt;
&lt;br /&gt;
=Universe 4=&lt;br /&gt;
A young Neils Iyssada created his first empire on july 2014. It may have been named Iyssadae Concordat. He developped his homeworld up to producing rockets, but couldn't play during august and assisted helplessly to the abrupt end of U4.&lt;br /&gt;
&lt;br /&gt;
=Universe 5=&lt;br /&gt;
Years after that, mid-july 2018, Neils Iyssada joined again and created a new Iyssadae Concordat empire. This time, the home system was colonized in a week and a modified Scout wormhole ship was used for exploration. This design was quite ugly though, and Neils began learning proper ship designing - which became one of the Concordat's main activity.&lt;br /&gt;
&lt;br /&gt;
Several weeks of slow exploration later, the Concordat had its first contact with another empire, which was befriended. A couple other empires were found, mostly inactive or low activity. Then a large empire - could have been [[Stellar Syndicate]] or [[Weltreich]] - threatened Iyssadae Concordat. Although some military frigates and cruisers were produced to defend the empire, it wasn't enough - all colonies on the few inhabited systems were conquered overnight.&lt;br /&gt;
&lt;br /&gt;
A hiatus of a couple months ensued, before creating another empire, spawning in a remote place this time. Development was quick, having learned from the first Concordat. The [[Asteroid]] menace was introduced earlier, but it was destroyed thanks to a modified Basic Design. Iyssadae Concordat was so remote it didn't meet any new empire for months, apart from [[Haxus]]' and [[Foxtail]] ([[Deantwo]] being a game agent).&lt;br /&gt;
The 2nd Iyssadae Concordat died with U5 end, after an uneventful history and several key spacecraft designs created (Kodiak shuttle, Xplo frigate, Normandy SR1 frigate).&lt;br /&gt;
&lt;br /&gt;
=Universe 6=&lt;br /&gt;
Neils Iyssada saw the upcoming U6 as a great way to start over and try to get more involved in galactic affairs. A new asteroid-hunting design was created before U6.&lt;br /&gt;
Not much is remembered about this period. Neils Iyssada likely created an empire, then grew bored and played other games ; or there was so few players that it felt like U5 remote empire again.&lt;br /&gt;
&lt;br /&gt;
=Universe 7=&lt;br /&gt;
Neils Iyssada founded '''Kadeshi Protectorate''' near early march 2022. He broke his own record by having a shuttle spacecraft the 2nd day and easily destroyed the asteroid with the now proven Ibis Busteroid design, although several ships were lost to atmo diving.&lt;br /&gt;
A couple of systems were colonized, and a [[Ringworld]] was found. WARP ships were built during the 3rd week, and exploration continued until first contact was made with [[Stellar Syndicate]]. They asked the Protectorate to be their vassal, or to be exterminated. With no warships on hand and only a couple days to answer, Neils had to comply for the greater good. Thus Kadeshi Protectorate became a Syndicate vassal.&lt;br /&gt;
&lt;br /&gt;
The empire had to pay 50% them of their income, give [[preon|preons]] from their ringworld system, and ensure high-quality [[hydrogen]] fuel supply for any Syndicate ship passing by.&lt;br /&gt;
Neils gradually started playing other games. He then returned 6 months later to find himself stranded in orbit of his ringworld, amidst the ruins of Kadeshi Protectorate colonies. A city was rebuilt, and contact was made with 2 uncrewed Normandy frigates that somehow survived the decay, but on another system. Neils managed to reclaim the ships, but grew bored again.&lt;br /&gt;
&lt;br /&gt;
[[Category:Historical_Empires]]&lt;br /&gt;
[[Category:Universe_5]]&lt;br /&gt;
[[Category:Universe_6]]&lt;br /&gt;
[[Category:Universe_7]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Spacecraft_Design&amp;diff=13735</id>
		<title>Spacecraft Design</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Spacecraft_Design&amp;diff=13735"/>
		<updated>2025-01-15T13:22:46Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: /* Notes on designing a ship */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page focuses on designer rulers and functions specific for [[spacecraft]] designing.&lt;br /&gt;
&lt;br /&gt;
See the [[Designer]] page for common designer information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Berth]]&lt;br /&gt;
| Personal respawn location for two people. Stateroom berths can accomodate two colonists instead of people. Can choose what type of berth is provided, such as Captain, Officer, Crew, Troops, or Civilians.&lt;br /&gt;
| [[Sensor Station]]&lt;br /&gt;
| Operates Sensors.&lt;br /&gt;
|-&lt;br /&gt;
| [[Engineer Station]]&lt;br /&gt;
| Tunes maneuver drive performance.&amp;lt;br&amp;gt;Required to operate FTL drive.&lt;br /&gt;
| [[Space Vehicle Recovery System]]&lt;br /&gt;
| The recovery system displays an approach lighting system that guides the pilot toward the recovery system. When the vehicle enters the recovery system, it is captured and moved instantly to a vacant parking spot, if one is available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon Station]]&lt;br /&gt;
| Required for each weapon bay to operate the weapon. Only one permitted per bay.&lt;br /&gt;
| [[Shield Station]]&lt;br /&gt;
| Operates energy shields. Only one permitted per room. &lt;br /&gt;
|-&lt;br /&gt;
| [[Maneuver Drive]]&lt;br /&gt;
| Provides thrust for maneuvering. Enables a station to hold its position. Provides artificial gravity inside spacecraft. Required for all spacecraft.&lt;br /&gt;
| [[Water Vehicle Parking Spot]]&lt;br /&gt;
| A water vehicle parking spot indicates a place to park a water vehicle. Ship policies determine which specific water vehicle will be stored. These are 12m x 17m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Helm Station]]&lt;br /&gt;
| Controls attitude and velocity of ship. Required for all spacecraft. Only one permitted per bridge.&lt;br /&gt;
| [[Ground Vehicle Parking Spot]]&lt;br /&gt;
| Ground Vehicle Parking Spot. Indicates where a ground vehicle should be parked, and ship policies determine what type of vehicle is spawned here. These are 6m x 12m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Surgery Unit]]&lt;br /&gt;
| Performs complex anatomical operations.&lt;br /&gt;
| [[Space Vehicle Parking Spot]]&lt;br /&gt;
| A space vehicle parking spot indicates a place to park a space vehicle. Ship policies determine which specific space vehicle will be stored. These are 12m x 17m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Transporter Pad]]&lt;br /&gt;
| One pad is required per person transported simultaneously. Total pads in room determines maximum object size&lt;br /&gt;
| [[Pod Bay]]&lt;br /&gt;
| '''Unimplemented'''. A pod bay indicates a place to store a drop pod. Drop pods can be used as life boats. They can also be used to deploy troops. These are 5m x 5m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Medic Station]]&lt;br /&gt;
| Required in each sickbay to operate surgery unit. Place only one in each sickbay.&lt;br /&gt;
| [[Transporter Station]]&lt;br /&gt;
| Operates matter transmission equipment. Place only one in each transporter room.&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigator Station]]&lt;br /&gt;
| Displays solar system and wormhole information. Plots courses to travel among the stars. Only one permitted per bridge.&lt;br /&gt;
| [[Turret]]&lt;br /&gt;
| Provides a standard mount for various weapons on hull walls.&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Vehicle Launcher]]&lt;br /&gt;
| A space vehicle launcher is a place to position a space vehicle for launch. It also determines the direction in which the vehicle is launched. These are 12m x 17m in size and require this space to be available. The launch pad requires direct access to the outside through a door or opening.&lt;br /&gt;
| [[Power Relay Station]]&lt;br /&gt;
| Distributes power between ship systems. Displays status of ship systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panels===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Alert Status]]&lt;br /&gt;
| Shows the spacecraft's alert level.&lt;br /&gt;
| [[Mission Status]]&lt;br /&gt;
| Shows the current mission status. For example current [[Solar_System|solar system]] name and ETA to destination.&lt;br /&gt;
|-&lt;br /&gt;
| [[Room Life Support Status]]&lt;br /&gt;
| Shows the life support status of the associated [[Room_Void|room void]].&lt;br /&gt;
| [[World Map]]&lt;br /&gt;
| Shows the [[Locator|world map]] of the current [[world]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Service Panel]]&lt;br /&gt;
| A service panel is used to repair or upgrade a spacecraft's systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Volumes==&lt;br /&gt;
Below are the functions for each of the &amp;quot;sliders&amp;quot; that can be seen on a spacecraft design's properties. This controls hull volume allocation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Volume&lt;br /&gt;
! Function&lt;br /&gt;
! Volume&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Framework]]&lt;br /&gt;
| Unused volume. Cheap and provides some extra health.&lt;br /&gt;
| [[Armor]]&lt;br /&gt;
| Provides protection from damage as the name implies.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryo Berth]]&lt;br /&gt;
| Berths for naked passengers that don't require physical berth placement.&amp;lt;br&amp;gt;Good for transporting thousands of civilians.&lt;br /&gt;
| [[Power_Plant_(Subsystem)|Power Plant]]&lt;br /&gt;
| Power generation per second.&lt;br /&gt;
|-&lt;br /&gt;
| [[Capacitor]]&lt;br /&gt;
| Electricity storage capacity, useful for beam weapons or harvester bays.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawning==&lt;br /&gt;
A valid spacecraft design must define a Station, Spaceship, or Starship with one contiguous hull. When your design is complete and valid, do the following things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spawning&lt;br /&gt;
|-&lt;br /&gt;
| Space stations automatically spawn in orbit with crew. The space station will not spawn if there already is a space station of the same blueprint with equal or higher [[quality]].&lt;br /&gt;
|-&lt;br /&gt;
| A spacecraft that fits within the inside size limits of ground construction will spawn on the spacecraft factory. As long as they are empty of vehicles and spaceships.&lt;br /&gt;
|-&lt;br /&gt;
| A spacecraft that doesn't fit within the inside size limits of ground construction will spawn outside the space station of the planet it was built on (as long as it is empire owned). The space station has room for upto 4 craft to spawn this way. Removing a space station will not reset the spaces. You'll have to hunt down the old spaceships and move them to free up room. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The maximum size for a spaceship to be manufactured on the ground on a planet is 72m / 236ft along each axis. Maximum size for any spacecraft is 1 600m / 5 250ft along each axis.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if a blueprint has a set minimum [[quality]] defined in it, all materials used in its construction must gave a quality equal to or higher than that.&lt;br /&gt;
&lt;br /&gt;
A spaceship can be constructed one of two ways. Either it can be manufactured or purchased. If it's manufactured, then it is labelled as a 'starforce' ship and is owned by the empire where it was built, although people from that empire will be able to claim berths in it and fly it. A starforce ship receives free repairs and refuelling at all cities and space stations owned by the same empire as where it was built.&lt;br /&gt;
&lt;br /&gt;
A purchased ship is owned by the avatar who purchased it, but must be purchased with that avatar's personal funds. These are known as Company Ships. These ships do not receive free repairs or refuelling, but cannot be captured by other empires. A single person may buy any number of private ships, but may only captain one of them.&lt;br /&gt;
&lt;br /&gt;
==Notes on designing a ship==&lt;br /&gt;
When designing a ship, keep in mind, that:&lt;br /&gt;
&lt;br /&gt;
1. You should always place a Captain Berth so that other berths are not used for a Captain. If you do not have a Captain Berth on your ship, one of the other berths are reserved.&lt;br /&gt;
The order of precedence for reserving a captain's berth:&lt;br /&gt;
 Officer &amp;gt; Passenger &amp;gt; Crew &amp;gt; Troop berth.&lt;br /&gt;
&lt;br /&gt;
2. If you want your ship to fly, instead of bounce around aimlessly, you need an Engineer console, and an engineer to operate it.&lt;br /&gt;
&lt;br /&gt;
3. If you want your ship to leave a planet's orbit and reach for other planets, and stars, you need a Navigation console.&lt;br /&gt;
&lt;br /&gt;
4. You can import external meshes into the designer. Format must be 3ds or stl. You can even design your meshes in a software like Blender and import them when finished. Keep in mind you'll still need to texture them and add voids, pathing etc. Also, all meshes that are imported will be triangulated.&lt;br /&gt;
&lt;br /&gt;
5. Try to use textures only where needed, as using them too much can feel overencumbered. Contrasted face painting can do wonders.&lt;br /&gt;
&lt;br /&gt;
6. If you plan to make a complexe interior, draw it first on a paper sheet. Try to streamline the layout by thinking about how you will use the ship interior, or how it would be used in real life. Also try to avoid drawing unnecessary rooms to save time and file size (can still be simulated by having distinguishable fake doors with labels). Prioritize corridors and ladders over [[Turbo_Lift|Turbo Lift]] for short distances : they aren't reliable. If you use a Turbolift, always make a backup corridor.&lt;br /&gt;
&lt;br /&gt;
7. Normalize parts that can easily be reused like doors, windows, ladders, structural parts, decorations. This will save you some time since you will only have to copy-paste them instead of drawing and texturing multiple variants. You can also create a parts library design, in which you can store and easily find all your normalized parts.&lt;br /&gt;
&lt;br /&gt;
8. Try to round your dimensions to logical unit fractions like 0.1m / 0.5m / 1m. This will ease the use of the grid and XYZ coordinates.&lt;br /&gt;
&lt;br /&gt;
9. Important dimensions : ceiling height should be at least 3m for a room ; doors should be at least 1m wide and 2.5m tall ; corridors should be at least 1.5m wide ; room voids have to be at least 0.5m from room walls and 0.1m from floor to prevent most obvious clipping ; most screens are on a &amp;quot;landscape&amp;quot; 2:1 ratio except for RW maps and text fields ; pathing should be at least 0.5m high.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spacecraft]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Spacecraft_Design&amp;diff=13734</id>
		<title>Spacecraft Design</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Spacecraft_Design&amp;diff=13734"/>
		<updated>2025-01-15T13:21:27Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: /* Notes on designing a ship */ More designer tips&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page focuses on designer rulers and functions specific for [[spacecraft]] designing.&lt;br /&gt;
&lt;br /&gt;
See the [[Designer]] page for common designer information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Berth]]&lt;br /&gt;
| Personal respawn location for two people. Stateroom berths can accomodate two colonists instead of people. Can choose what type of berth is provided, such as Captain, Officer, Crew, Troops, or Civilians.&lt;br /&gt;
| [[Sensor Station]]&lt;br /&gt;
| Operates Sensors.&lt;br /&gt;
|-&lt;br /&gt;
| [[Engineer Station]]&lt;br /&gt;
| Tunes maneuver drive performance.&amp;lt;br&amp;gt;Required to operate FTL drive.&lt;br /&gt;
| [[Space Vehicle Recovery System]]&lt;br /&gt;
| The recovery system displays an approach lighting system that guides the pilot toward the recovery system. When the vehicle enters the recovery system, it is captured and moved instantly to a vacant parking spot, if one is available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon Station]]&lt;br /&gt;
| Required for each weapon bay to operate the weapon. Only one permitted per bay.&lt;br /&gt;
| [[Shield Station]]&lt;br /&gt;
| Operates energy shields. Only one permitted per room. &lt;br /&gt;
|-&lt;br /&gt;
| [[Maneuver Drive]]&lt;br /&gt;
| Provides thrust for maneuvering. Enables a station to hold its position. Provides artificial gravity inside spacecraft. Required for all spacecraft.&lt;br /&gt;
| [[Water Vehicle Parking Spot]]&lt;br /&gt;
| A water vehicle parking spot indicates a place to park a water vehicle. Ship policies determine which specific water vehicle will be stored. These are 12m x 17m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Helm Station]]&lt;br /&gt;
| Controls attitude and velocity of ship. Required for all spacecraft. Only one permitted per bridge.&lt;br /&gt;
| [[Ground Vehicle Parking Spot]]&lt;br /&gt;
| Ground Vehicle Parking Spot. Indicates where a ground vehicle should be parked, and ship policies determine what type of vehicle is spawned here. These are 6m x 12m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Surgery Unit]]&lt;br /&gt;
| Performs complex anatomical operations.&lt;br /&gt;
| [[Space Vehicle Parking Spot]]&lt;br /&gt;
| A space vehicle parking spot indicates a place to park a space vehicle. Ship policies determine which specific space vehicle will be stored. These are 12m x 17m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Transporter Pad]]&lt;br /&gt;
| One pad is required per person transported simultaneously. Total pads in room determines maximum object size&lt;br /&gt;
| [[Pod Bay]]&lt;br /&gt;
| '''Unimplemented'''. A pod bay indicates a place to store a drop pod. Drop pods can be used as life boats. They can also be used to deploy troops. These are 5m x 5m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Medic Station]]&lt;br /&gt;
| Required in each sickbay to operate surgery unit. Place only one in each sickbay.&lt;br /&gt;
| [[Transporter Station]]&lt;br /&gt;
| Operates matter transmission equipment. Place only one in each transporter room.&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigator Station]]&lt;br /&gt;
| Displays solar system and wormhole information. Plots courses to travel among the stars. Only one permitted per bridge.&lt;br /&gt;
| [[Turret]]&lt;br /&gt;
| Provides a standard mount for various weapons on hull walls.&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Vehicle Launcher]]&lt;br /&gt;
| A space vehicle launcher is a place to position a space vehicle for launch. It also determines the direction in which the vehicle is launched. These are 12m x 17m in size and require this space to be available. The launch pad requires direct access to the outside through a door or opening.&lt;br /&gt;
| [[Power Relay Station]]&lt;br /&gt;
| Distributes power between ship systems. Displays status of ship systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panels===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Alert Status]]&lt;br /&gt;
| Shows the spacecraft's alert level.&lt;br /&gt;
| [[Mission Status]]&lt;br /&gt;
| Shows the current mission status. For example current [[Solar_System|solar system]] name and ETA to destination.&lt;br /&gt;
|-&lt;br /&gt;
| [[Room Life Support Status]]&lt;br /&gt;
| Shows the life support status of the associated [[Room_Void|room void]].&lt;br /&gt;
| [[World Map]]&lt;br /&gt;
| Shows the [[Locator|world map]] of the current [[world]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Service Panel]]&lt;br /&gt;
| A service panel is used to repair or upgrade a spacecraft's systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Volumes==&lt;br /&gt;
Below are the functions for each of the &amp;quot;sliders&amp;quot; that can be seen on a spacecraft design's properties. This controls hull volume allocation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Volume&lt;br /&gt;
! Function&lt;br /&gt;
! Volume&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Framework]]&lt;br /&gt;
| Unused volume. Cheap and provides some extra health.&lt;br /&gt;
| [[Armor]]&lt;br /&gt;
| Provides protection from damage as the name implies.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryo Berth]]&lt;br /&gt;
| Berths for naked passengers that don't require physical berth placement.&amp;lt;br&amp;gt;Good for transporting thousands of civilians.&lt;br /&gt;
| [[Power_Plant_(Subsystem)|Power Plant]]&lt;br /&gt;
| Power generation per second.&lt;br /&gt;
|-&lt;br /&gt;
| [[Capacitor]]&lt;br /&gt;
| Electricity storage capacity, useful for beam weapons or harvester bays.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawning==&lt;br /&gt;
A valid spacecraft design must define a Station, Spaceship, or Starship with one contiguous hull. When your design is complete and valid, do the following things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spawning&lt;br /&gt;
|-&lt;br /&gt;
| Space stations automatically spawn in orbit with crew. The space station will not spawn if there already is a space station of the same blueprint with equal or higher [[quality]].&lt;br /&gt;
|-&lt;br /&gt;
| A spacecraft that fits within the inside size limits of ground construction will spawn on the spacecraft factory. As long as they are empty of vehicles and spaceships.&lt;br /&gt;
|-&lt;br /&gt;
| A spacecraft that doesn't fit within the inside size limits of ground construction will spawn outside the space station of the planet it was built on (as long as it is empire owned). The space station has room for upto 4 craft to spawn this way. Removing a space station will not reset the spaces. You'll have to hunt down the old spaceships and move them to free up room. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The maximum size for a spaceship to be manufactured on the ground on a planet is 72m / 236ft along each axis. Maximum size for any spacecraft is 1 600m / 5 250ft along each axis.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if a blueprint has a set minimum [[quality]] defined in it, all materials used in its construction must gave a quality equal to or higher than that.&lt;br /&gt;
&lt;br /&gt;
A spaceship can be constructed one of two ways. Either it can be manufactured or purchased. If it's manufactured, then it is labelled as a 'starforce' ship and is owned by the empire where it was built, although people from that empire will be able to claim berths in it and fly it. A starforce ship receives free repairs and refuelling at all cities and space stations owned by the same empire as where it was built.&lt;br /&gt;
&lt;br /&gt;
A purchased ship is owned by the avatar who purchased it, but must be purchased with that avatar's personal funds. These are known as Company Ships. These ships do not receive free repairs or refuelling, but cannot be captured by other empires. A single person may buy any number of private ships, but may only captain one of them.&lt;br /&gt;
&lt;br /&gt;
==Notes on designing a ship==&lt;br /&gt;
When designing a ship, keep in mind, that:&lt;br /&gt;
&lt;br /&gt;
1. You should always place a Captain Berth so that other berths are not used for a Captain. If you do not have a Captain Berth on your ship, one of the other berths are reserved.&lt;br /&gt;
The order of precedence for reserving a captain's berth:&lt;br /&gt;
 Officer &amp;gt; Passenger &amp;gt; Crew &amp;gt; Troop berth.&lt;br /&gt;
&lt;br /&gt;
2. If you want your ship to fly, instead of bounce around aimlessly, you need an Engineer console, and an engineer to operate it.&lt;br /&gt;
&lt;br /&gt;
3. If you want your ship to leave a planet's orbit and reach for other planets, and stars, you need a Navigation console.&lt;br /&gt;
&lt;br /&gt;
4. You can import external meshes into the designer. Format must be 3ds or stl. You can even design your meshes in a software like Blender and import them when finished. Keep in mind you'll still need to texture them and add voids, pathing etc. Also, all meshes that are imported will be triangulated.&lt;br /&gt;
&lt;br /&gt;
5. Try to use textures only where needed, as using them too much can feel overencumbered. Contrasted face painting can do wonders.&lt;br /&gt;
&lt;br /&gt;
6. If you plan to make a complexe interior, draw it first on a paper sheet. Try to streamline the layout by thinking about how you will use the ship interior, or how it would be used in real life. Also try to avoid drawing unnecessary rooms to save time and file size (can still be simulated by having distinguishable fake doors with labels). Prioritize corridors and ladders over [[Turbolift]] for short distances : they aren't reliable. If you use a Turbolift, always make a backup corridor.&lt;br /&gt;
&lt;br /&gt;
7. Normalize parts that can easily be reused like doors, windows, ladders, structural parts, decorations. This will save you some time since you will only have to copy-paste them instead of drawing and texturing multiple variants. You can also create a parts library design, in which you can store and easily find all your normalized parts.&lt;br /&gt;
&lt;br /&gt;
8. Try to round your dimensions to logical unit fractions like 0.1m / 0.5m / 1m. This will ease the use of the grid and XYZ coordinates.&lt;br /&gt;
&lt;br /&gt;
9. Important dimensions : ceiling height should be at least 3m for a room ; doors should be at least 1m wide and 2.5m tall ; corridors should be at least 1.5m wide ; room voids have to be at least 0.5m from room walls and 0.1m from floor to prevent most obvious clipping ; most screens are on a &amp;quot;landscape&amp;quot; 2:1 ratio except for RW maps and text fields ; pathing should be at least 0.5m high.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spacecraft]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=French_Empire&amp;diff=13683</id>
		<title>French Empire</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=French_Empire&amp;diff=13683"/>
		<updated>2024-09-20T07:34:55Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: Added french version via tabber&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Empire&lt;br /&gt;
| Name = French Empire&lt;br /&gt;
| Picture = Flag_FrenchEmpire.png&lt;br /&gt;
| FoundingDate = 2011-10-05&lt;br /&gt;
| MemberCount = 60&lt;br /&gt;
| KeyMembers =&lt;br /&gt;
* D4rz (Founder)&lt;br /&gt;
* StarOri (Founder)&lt;br /&gt;
* Larry (Founder)&lt;br /&gt;
* Krisscut&lt;br /&gt;
* NestOri&lt;br /&gt;
* Yetimal&lt;br /&gt;
* Luciano&lt;br /&gt;
* Ripticus&lt;br /&gt;
* L'oeil&lt;br /&gt;
* Nambrok&lt;br /&gt;
* Jim Raven&lt;br /&gt;
* Cide&lt;br /&gt;
* Neils Iyssada&lt;br /&gt;
| Allies =&lt;br /&gt;
* Top Secret&lt;br /&gt;
| Enemies =&lt;br /&gt;
* Rome&lt;br /&gt;
* [[Exiles]]&lt;br /&gt;
* [[Stellar Syndicate]]&lt;br /&gt;
* [[Foxtail]]&lt;br /&gt;
* All Griefing Empire&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;tabber&amp;gt;&lt;br /&gt;
|-|English=&lt;br /&gt;
'''French Empire''' was an empire that existed during the Shores of Hazeron [[MMO]]. It was founded in October 2011, its objective being to regroup every French player of the game, to keep peace between them and unite them. The French Empire became the largest in the galaxy at the end of March 2013, and it remained one of the largest until U4, then became more discreet but still present until the end of MMO.&lt;br /&gt;
&lt;br /&gt;
==Notable Members==&lt;br /&gt;
===The 3 Founders===&lt;br /&gt;
'''D4rz''' is the original founder of the French Empire and was the Emperor from October 8, 2011 to July 14, 2012&lt;br /&gt;
&lt;br /&gt;
'''StarOri''' was the Prime Minister from October 8, 2011 to July 14, 2012 and was the Emperor since then. He led the Empire to its glory in 2013.&lt;br /&gt;
&lt;br /&gt;
'''Larry''' is the mentor of the two founders D4rz and StarOri, and as such he taught them everything.&lt;br /&gt;
&lt;br /&gt;
===Notable members===&lt;br /&gt;
'''Nambrok''' joined the empire in January 2012. He is a versatile player who enjoy both colonizing and war.&lt;br /&gt;
&lt;br /&gt;
'''Ripticus''' joined the empire in January 2012. Ripticus was acting Prime Minister from April 2012 till June 2012. His main occupations in the French Empire are to design warships and wage war to the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
'''Krisscut''' joined the empire in March 2012. Krisscut is the Prime minister since November 2012. He's mostly a colonizer and a utility ship designer.&lt;br /&gt;
&lt;br /&gt;
'''Luciano''' joined the empire in January 2013. He is the creator of the french Let's Play on Youtube. He's also a great colonizer.&lt;br /&gt;
&lt;br /&gt;
'''Nestor''', also known as NestOri, joined the empire in February 2013. He is the father of the French Empire's first fleet designed purely for war. He is able to colonize, design or wage war alike.&lt;br /&gt;
&lt;br /&gt;
==Recruiting==&lt;br /&gt;
&lt;br /&gt;
The French Empire recruits experienced and inexperienced players alike.&lt;br /&gt;
&lt;br /&gt;
To join the French Empire, you must apply [http://frenchempire.forumgratuit.org/f4-candidature here]. If you are French-speaking, you are (de facto) automatically accepted. If you are not French-speaking, a vote of every French Empire members will be required.&lt;br /&gt;
&lt;br /&gt;
Note : Following the end of MMO, playing together isn't possible anymore. However, all applicants are welcome in our community !&lt;br /&gt;
&lt;br /&gt;
==Pre-History==&lt;br /&gt;
&lt;br /&gt;
Larry is the first French to discover this game and he published numerous advertisements on many forums, StarOri and D4rz discovered the game thanks to one of those ads. First, they all created a solo empire, but when StarOri's empire has been destroyed by the [[Demigods Rus]], they decided to create the French Empire together, on October 8th 2011.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Beginning===&lt;br /&gt;
&lt;br /&gt;
The French Empire remained unknown until February 2012, when it conquered the [[Get Out]] empire in a quick and easy war. It then remained in the shadows until June, where it entered the Top 10 and started to look for allies (like the [[LYNXOR]]). Afterwards, it created with the [[Stellar Syndicate]] an alliance named New Order that became the 4th galactical power, mainly to counter the new alliance called [[The United Empires]].&lt;br /&gt;
However, an argument between the main members created a scission in the empire. With the active members leaving in a new empire, and D4rz leaving the game, StarOri was the only French Empire player left and became the Emperor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dark Age===&lt;br /&gt;
&lt;br /&gt;
From July to November 2012, the empire slowly decayed until its destruction. In November, StarOri and Krisscut tried to restart the empire, but they failed mainly because of the 2 invasions from the [[Klingon Empire]].&lt;br /&gt;
Seeking revenge, StarOri allied what's left of the French Empire to [[The Toucan Empire]] on February 3rd 2013 to make them the 1st galactical power. This action triggered the [[Klingon-Toucan War]] and the fall of the [[Klingon Empire]].&lt;br /&gt;
&lt;br /&gt;
===The Rebirth and the Golden Age===&lt;br /&gt;
&lt;br /&gt;
On February 8th 2013, an empire named French Alliance merged with the French Empire, it was the beginning of a new era of developpment. The French Empire took action in the war against the [[Harvesters]] by heavily damaging their mothership and retaking some of the cities they captured. The French Empire was the fastest to recover from the Resources Quality Reset [http://hazeron.com/phpBB3/viewtopic.php?f=3&amp;amp;t=5205 of March, 1st] and this was why, along with the inactivity of [[The Toucan Empire]], [[WGF]] and the fall of the [[Klingon Empire]], it became the 1st galactical power on March, 28th.&lt;br /&gt;
An era of stability was then established in the galaxy, with the French Empire placing itself as a peacekeeper.&lt;br /&gt;
Then the French Empire destroyed the [[404 Not Found]], an empire similar to the [[Harvesters]].&lt;br /&gt;
&lt;br /&gt;
During this period, the French Empire was at war with the [[Ancients Arias]] since [http://hazeron.com/phpBB3/viewtopic.php?f=24&amp;amp;t=5596 1st June]. This war was long and gave the F-E a hard time. We also bitterly experienced during a tragic week of the war the total annihilation of our combat fleet (about 120 ships). Nonethless we recovered alone and rebuilt a fleet of combat in record time, the production rate reaching a maximum of 60 vessels per day. It was such a feat that the Emperor asked to advertise of our formidable abilities through a video : [https://www.youtube.com/watch?v=dr_Ca84vJ5U When diplomacy fails]. The ship designs having been perfected, we finally managed to survive this enemy.&lt;br /&gt;
&lt;br /&gt;
This period of empire's heyday lead to the possession of more than 350 ships (two-thirds of which were intended for combat mainly), the other vessels being traders, explorers, colonizers and harvesters.&lt;br /&gt;
&lt;br /&gt;
At the announcement of the end of the universe, a race to the sectors (which was a factor of the standings at that time) took place between the major empires. The French Empire didn't tried to hide its ambition or using shady tactics, just planting a flag on a planet for each sector, adding a few buildings to avoid decay. During the last week, the members only planted a flag. Alas, we didn't won the universe 3 as the Syndicate Empire used vile tactics : they created multiple empires to stealthily plant flags, which were vassalized or surrended to the main empire at the last moment so that we could not observe their score. This was for us the first warning of the behavior of the members of this empire.&lt;br /&gt;
&lt;br /&gt;
=== Universe 4 ===&lt;br /&gt;
&lt;br /&gt;
The universe 4 started on January 1st, 2014, The French Empire was present !&lt;br /&gt;
&lt;br /&gt;
=== Angry beginnings ===&lt;br /&gt;
&lt;br /&gt;
Universe 4 begins with a strong activity of all the empires. Very quickly, wars broke out between them to protect territories, to establish borders and a guarantee of access to vital resources.&lt;br /&gt;
It was in this context that the war against the Exiles started. This empire was actually created by the Syndicate. The goal of creating such an empire is to use it to ensure the hegemony of the main empire by slowing or even eliminating the progress of rivals. The Exiles Empire did the dirty work of the Syndicate. The war lasted about 3 weeks, it was at the origin of many changes in the game systems. A wiki page is devoted to this event: [[French Empire War on Exiles]]&lt;br /&gt;
&lt;br /&gt;
Following the signing of a peace treaty, we kept our homeword and went to a secret place to rebuild our forces and train in combat.&lt;br /&gt;
Two months after the signing of the peace treaty with the Exiles, we had accumulated enough evidence incriminating the Syndicate to officially break our relationship with them. Since then we have been enemies.&lt;br /&gt;
&lt;br /&gt;
An Empire like the Syndicate can't be worthy of cordial relation with the French Empire.&lt;br /&gt;
&lt;br /&gt;
=== Reconstruction and progressive inactivity ===&lt;br /&gt;
&lt;br /&gt;
We left and built a new &amp;quot;home&amp;quot; about 700 persec of the main cluster. In just two weeks, we were again able to produce combat ships. However, the war against the Exiles had marked the spirits, and the periods of school examination was approaching, the empire thus went dormant.&lt;br /&gt;
&lt;br /&gt;
Thus, that was the end of universe 4 for the French Empire, since the game was closed during the summer of the same year.&lt;br /&gt;
&lt;br /&gt;
=== Universe 5 ===&lt;br /&gt;
&lt;br /&gt;
The French Empire, through one of its key members [[Yetimal]] managed to contact [[Haxus]] on the occasion of the release of his new game [[Gravity Well]] on the forum of the game. The subject is searchable [http://gw.softwareengineering.com/phpBB3/viewtopic.php?f=2&amp;amp;t=22. right here]. We were able to tell him of our distress and submitted the idea of ​​paying him. This is how the French Empire contributed to the return of Shores of Hazeron on servers via the Pay to play system.&lt;br /&gt;
&lt;br /&gt;
===Universe 6===&lt;br /&gt;
&lt;br /&gt;
-WIP-&lt;br /&gt;
&lt;br /&gt;
===Universe 7===&lt;br /&gt;
&lt;br /&gt;
-WIP-&lt;br /&gt;
&lt;br /&gt;
=== A story that is still being written ===&lt;br /&gt;
&lt;br /&gt;
The story is still being written. We want to warn our readers that the EF is never really inactive, we only sleep with one eye, always ready to pounce on the enemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diplomacy==&lt;br /&gt;
&lt;br /&gt;
The French Empire is usually peaceful, but it will not hesitate to strike its enemies or those who disrespect it. The French Empire is hostile to every griefing empire, like the [[Harvesters]], the [[404 Not Found]] or the [[Ancients Arias]].&lt;br /&gt;
Also, the French Empire protects the weak empires from the stronger ones.&lt;br /&gt;
|-|French=&lt;br /&gt;
Le French Empire a été fondé en Octobre 2011, son objectif est de rassembler tous les joueurs français du jeu, dans le but de préserver la paix entre eux et de les unifier.&lt;br /&gt;
L'empire est devenu le plus vaste de la galaxie à la fin Mars 2013, était encore l'un des plus gros jusqu'à la fin de l'U4, puis est resté présent mais plus discret de l'U5 à la fin du MMO.&lt;br /&gt;
&lt;br /&gt;
==Membres notables==&lt;br /&gt;
&lt;br /&gt;
* '''''Les 3 Fondateurs'''''&lt;br /&gt;
'''D4rz''' &lt;br /&gt;
est le fondateur originel de l'empire, il a été empereur d'Octobre 2011 à Juillet 2012.&lt;br /&gt;
&lt;br /&gt;
'''StarOri''' &lt;br /&gt;
était le Premier Ministre de la fondation de l'empire à juillet 2012, il est maintenant l'Empereur depuis lors. C'est lui qui mènera l'empire vers sa gloire en 2013.&lt;br /&gt;
&lt;br /&gt;
'''Larry''' &lt;br /&gt;
est le mentor des deux premiers fondateurs ci-dessus, qui leur a tout appris.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* '''''Membres Notables'''''&lt;br /&gt;
&lt;br /&gt;
'''Nambrok''' &lt;br /&gt;
a rejoint l'empire en Janvier 2012. C'est un membre polyvalent qui aime aussi bien coloniser que faire la guerre.&lt;br /&gt;
&lt;br /&gt;
'''Ripticus''' &lt;br /&gt;
a rejoint l'empire en Janvier 2012, il a été Premier Ministre par interim entre avril 2012 et Juin 2012. Sa principale occupation est le design de vaisseaux de combat et la guerre.&lt;br /&gt;
&lt;br /&gt;
'''Krisscut''' &lt;br /&gt;
a rejoint l'empire en Mars 2012, il est le premier Ministre depuis Novembre 2012. C'est surtout un colonisateur et un designer de vaisseaux utilitaires.&lt;br /&gt;
&lt;br /&gt;
'''Luciano''' &lt;br /&gt;
a rejoint l'empire en Janvier 2013, il est le créateur du let's play français sur youtube. C'est un grand colonisateur.&lt;br /&gt;
&lt;br /&gt;
'''Nestor''' &lt;br /&gt;
Connu aussi comme NestOri, il a rejoint l'empire en février 2013. Il est le créateur de la première véritable flotte de guerre de l'empire, dont il contrôle encore une grande partie. Il sais aussi bien coloniser que designer ou faire la guerre.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Recrutement==&lt;br /&gt;
&lt;br /&gt;
Le French Empire recrute des joueurs expérimentés et inexperimentés.&lt;br /&gt;
&lt;br /&gt;
Pour rejoindre le French Empire, vous devez déposer une candidature [http://frenchempire.forumgratuit.org/f4-candidature ici]. Si vous êtes francophone, vous serez automatiquement accepté(e) (de fait). Si vous n'êtes pas francophone, un vote de l'ensemble des membres de l'empire décidera de votre adhésion.&lt;br /&gt;
&lt;br /&gt;
Note : Suite à la fin du MMO, il n'est plus possible de jouer au sein du même empire. Tout candidat est cependant le bienvenu dans notre communauté !&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Pré-Histoire==&lt;br /&gt;
&lt;br /&gt;
Larry est le premier français a avoir découvert ce jeu et a publié de nombreuses publicités sur beaucoup de forums. StarOri et D4rz ont découvert ce jeu par l'une d'elles. Ils ont tout d'abord créé chacun un empire en solitaire, puis lorsque celui de StarOri s'est fait détruire par les [[Demigods Rus]], ils ont décidé de créer le French Empire ensemble le 8 Octobre 2011.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Histoire==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Le début===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Le French Empire n'a pas fait parler de lui avant Février 2012, date à laquelle il va conquérir entièrement l'empire nommé [[Get Out]], au cours d'une guerre rapide et facile. Il restera dans l'ombre jusqu'en Juin, date à laquelle il entra dans le top 10 et commença à chercher des alliés (comme les [[LYNXOR]]), puis il fondera avec le [[Stellar Syndicate]] l'alliance nommée New Order qui atteindra la 4e place de la galaxie, alliance créée principalement dans le but de contrer l'alliance nommée [[The United Empires]].&lt;br /&gt;
&lt;br /&gt;
Cependant, le 14 Juillet 2012 une dispute éclate entre les principaux membres, menant à une scission de l'empire. Les membres actifs partant dans un nouvel empire, D4rz quittant le jeu, il ne restait plus que StarOri qui devint l'Empereur.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===L'Epoque trouble===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
De Juillet à Novembre 2012, l'empire va disparaître lentement par decay, jusqu'à ce qu'il n'en reste plus rien. En Novembre, StarOri et Krisscut vont tenter de relancer l'empire, mais ce sera un échec principalement dû aux deux invasions du [[Klingon Empire]].&lt;br /&gt;
Pour se venger d'eux, StarOri allie ce qu'il reste du French Empire avec le [[The Toucan Empire|Toucan Empire]] le 3 Février 2013 pour leur faire atteindre la première place. Cette action déclencha la [[Klingon-Toucan War]] et la disparition du [[Klingon Empire]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Le Renouveau et l'Apogée===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Le 8 Février 2013, un empire français nommé French Alliance fusionne avec le French Empire, c'est le départ vers une nouvelle ère de développement. &lt;br /&gt;
Le French Empire participera à la guerre contre les [[Harvesters]] en endommageant grandement leur vaisseau mère. &lt;br /&gt;
Le French Empire sera le plus rapide pour se remettre du reset des qualités de ressources [http://hazeron.com/phpBB3/viewtopic.php?f=3&amp;amp;t=5205 du 1 Mars], et c'est pourquoi il atteint la 1ere place de la galaxie le 28 Mars 2013, la disparition du [[Klingon Empire]], l'inactivité du [[The Toucan Empire|Toucan Empire]] et de la [[WGF]] aidant.&lt;br /&gt;
Une ère de stabilité va alors s'établir dans la galaxie, le French Empire se plaçant comme gardien de la paix.&lt;br /&gt;
Puis le French Empire anéantira le [[404 Not Found]], un empire du même type que les [[Harvesters]].&lt;br /&gt;
&lt;br /&gt;
Durant cette période, le French Empire fut en guerre contre les [[Ancients Arias]] depuis le [http://hazeron.com/phpBB3/viewtopic.php?f=24&amp;amp;t=5596 1er Juin]. Cette guerre fut longue et donna au F-E du fil à retordre. Nous fîmes d'ailleurs l'amère expérience durant une tragique semaine d'août de l'anéantissement complet de notre flotte de combat (environ 120 vaisseaux). Mais nous nous sommes relevés seuls, nous avons reconstruit une flotte de combat en un temps record, le rythme de production atteignant à son maximum 60 vaisseaux par jours. Ce fut un tel exploit que l'Empereur demanda à ce que l'on avertisse nos ennemis de nos formidables capacités logistiques au travers d'une vidéo : [https://www.youtube.com/watch?v=dr_Ca84vJ5U Quand la diplomatie échoue]. Les designs de vaisseaux ayant été perfectionnés, nous avons finalement réussi à vaincre cet ennemi en le lassant de nous attaquer.&lt;br /&gt;
&lt;br /&gt;
Cette période d'apogée de l'empire aboutira à la possession de plus de 350 vaisseaux (dont les 2/3 étaient destinés au combat (Dargass class et aurora class principalement), les autres vaisseaux étaient des traders (Koloss class, des vaisseaux d'exploration, de colonisation et d'harvest).&lt;br /&gt;
&lt;br /&gt;
A l'annonce de la fin de l'univers, une course aux secteurs (qui faisait le classement à ce moment) s'est établie entre les empires principaux. Le French Empire ne s'est pas caché de son ambition et ne fit aucune fourberie à l'égard des autres et se contentait de poser un drapeau sur une planète par secteur en ajoutant quelques bâtiment pour éviter le decay. Durant la dernière semaine, les membres se sont contentés de poser un drapeau. Cependant, nous ne fûmes pas les gagnant de l'univers 3 car l'empire Syndicate usa d'actes vils et fourbes en créant des empires annexes qui créaient des villes, et au dernier moment, ils ont vassalisé ou surrend leurs villes à l'empire principal, de telle sorte que nous n'avons pas pu observer leur score. Ceci fut pour nous un premier avertissement du comportement vicieux des membres de cet empire.&lt;br /&gt;
&lt;br /&gt;
===Univers 4===&lt;br /&gt;
&lt;br /&gt;
L'univers 4 débute le premier janvier 2014, Le French Empire a répondu présent !&lt;br /&gt;
&lt;br /&gt;
===Des débuts mouvementés===&lt;br /&gt;
&lt;br /&gt;
L'univers 4 débute par une forte activité de tous les empires. Très vite, des guerres éclatent entre eux pour protéger des territoires, établir des frontières et une garantie d'accès aux ressources vitales.&lt;br /&gt;
C'est dans ce contexte très particulier que s'est déclenchée la guerre contre les Exiles, empire en réalité créé par le Syndicate. L'objectif de la création d'un tel empire est de l'utiliser de manière à assurer l'hégémonie de l'empire principal en ralentissant voire supprimant la progression des rivaux. L'Empire Exiles a donc fait le sale boulot du Syndicate. La guerre dura environ 3 semaines, elle fut à l'origine de nombreux changements dans les système du jeu. Une page du wiki est consacrée à sa narration : [[French Empire War on Exiles]]&lt;br /&gt;
&lt;br /&gt;
A la suite de la signature du traité de paix, nous avons conservé notre planète mère et nous sommes partis dans un endroit secret pour reconstituer nos forces et nous entraîner au combat.&lt;br /&gt;
Deux mois après la signature du traité de paix avec les Exiles, nous avons pu accumuler suffisamment de preuves incriminant le Syndicate pour pouvoir casser officiellement nos relations avec eux. Nous sommes depuis lors des ennemis. &lt;br /&gt;
&lt;br /&gt;
Un Empire comme le Syndicate ne peut être digne de relation cordial avec le French Empire.&lt;br /&gt;
&lt;br /&gt;
===Reconstruction et inactivité progressive===&lt;br /&gt;
&lt;br /&gt;
Nous sommes partis et avons bâti un nouveau &amp;quot;chez nous&amp;quot; à environ 700 parsecs du main cluster. En à peine 2 semaines, nous étions de nouveau en capacité de produire des vaisseaux de combat. Cependant les guerres contre les Exiles avaient marqué les esprits, et les périodes d'examen scolaire approchant, l'empire est entré en dormance.&lt;br /&gt;
&lt;br /&gt;
C'est ainsi que se clôt l'univers 4 pour le French Empire, puisque le jeu fut fermé durant l'été de la même année.&lt;br /&gt;
&lt;br /&gt;
===Univers 5===&lt;br /&gt;
&lt;br /&gt;
Le French Empire, par l'intermédiaire de l'un de ses membres clés [[Yetimal]] a réussi à contacter [[Haxus]] à l'occasion de la sortie de son nouveau jeu [[Gravity Well]] sur le forum du jeu. Le sujet est consultable [http://gw.softwareengineering.com/phpBB3/viewtopic.php?f=2&amp;amp;t=22. ici]. Nous avons ainsi pu lui faire part de notre désarroi et lui avons soumis l'idée de le rémunérer. C'est ainsi que le french Empire a contribué au retour de Shores of Hazeron sur les serveurs via le système Pay to play.&lt;br /&gt;
&lt;br /&gt;
===Univers 6===&lt;br /&gt;
&lt;br /&gt;
-En cours de rédaction-&lt;br /&gt;
&lt;br /&gt;
===Univers 7===&lt;br /&gt;
&lt;br /&gt;
-En cours de rédaction-&lt;br /&gt;
&lt;br /&gt;
===Une histoire qui s'écrit===&lt;br /&gt;
&lt;br /&gt;
Notre histoire est toujours en cours de rédaction. Nous souhaitons tout de même avertir nos lecteurs que le FE n'est jamais réellement inactif, nous ne faisons que dormir d'un œil, toujours prêts à bondir sur l'ennemi.&lt;br /&gt;
&lt;br /&gt;
==Diplomatie==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Le French Empire est pacifique en temps normal, mais il n'hésitera pas à attaquer ses ennemis ou ceux qui lui manquent de respect. Le French Empire est un ennemi de tout &amp;quot;griefing empire&amp;quot; ([[Harvesters]], [[404 Not Found]] et [[Acients Arias]]). &lt;br /&gt;
Par ailleurs, nous protégeons les empires faibles des plus puissants.&lt;br /&gt;
&amp;lt;/tabber&amp;gt;&lt;br /&gt;
[[Category:Universe_3]]&lt;br /&gt;
[[Category:Universe_4]]&lt;br /&gt;
[[Category:Universe_5]]&lt;br /&gt;
[[Category:Universe_6]]&lt;br /&gt;
[[Category:Universe_7]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Building_Your_First_Moon_Colony&amp;diff=13681</id>
		<title>Building Your First Moon Colony</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Building_Your_First_Moon_Colony&amp;diff=13681"/>
		<updated>2024-08-28T14:56:19Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: /* Finding Public Blueprints */ workshop link, blueprint usage links, steam guides links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Establishing your first moon colony can be challenging because there are many new things to learn. The first being transportation and the second being logistics. This topic shows how to build a moon colony with only one rocket trip to the moon.&lt;br /&gt;
&lt;br /&gt;
Once your first moon colony is operational, you will have the materials needed to manufacture real [[spacecraft]]. Spacecraft enable you to carry [[passenger]]s and large amounts of cargo. This makes starting the next city vastly easier, whether it is on a paradise habitable world or the harshest inferno magma ball.&lt;br /&gt;
&lt;br /&gt;
This topic assumes you have built a [[city]] on a habitable world with basic infrastructure. That city will be called the home city. Read [[Building Your First City]] if you have not built a home city.&lt;br /&gt;
&lt;br /&gt;
==Home City Infrastructure==&lt;br /&gt;
Prepare the home city to support a moon colony. Build the infrastructure that is needed in the home city before you go to the moon.&lt;br /&gt;
&lt;br /&gt;
Build an [[Airport_Terminal|airport terminal]] in the home city. An airport terminal creates a trade connection with all other cities in the [[Solar_System|solar system]] that also have an airport terminal. [[Road]]s and [[wharf]]s similarly create land and sea trade connections between cities. Trade connections allow supplies to flow between the cities that are interconnected.&lt;br /&gt;
&lt;br /&gt;
The moon colony will consume a large amount of [[air]]. [[Water]] can be converted to air by a [[refinery]] at the moon colony to augment the air supply. To prepare for the air demands of the moon colony, manufacture both air and water in the home city. The water isn't strictly necessary, but it does significantly help prevent air shortages.&lt;br /&gt;
&lt;br /&gt;
Build a refinery in the home city. Set the refinery to manufacture air. There are several processes for making air. Select ''Air using Atmosphere'' to collect breathable air directly from the [[atmosphere]]. By the way, this process does not require a breathable atmosphere; it can be used in a harsh atmosphere to extract breathable components.&lt;br /&gt;
&lt;br /&gt;
Build [[well]]s and [[Treatment_Plant|treatment plant]]s to produce water. Water wells can be dug anywhere on the terrain, no specific geological formation is required. Treatment plants can be built on the coast and on land. A treatment plant on land requires a source of [[ice]] to convert to water.&lt;br /&gt;
&lt;br /&gt;
The airless environment of the moon will be deadly. Build an [[armorer]]. Add a [[manufacturing]] line to make [[EV_Suit|EV suit]]s and another to make [[EV_Helmet|EV helmet]]s.&lt;br /&gt;
&lt;br /&gt;
The home city now has the infrastructure necessary to support a moon colony.&lt;br /&gt;
&lt;br /&gt;
==Preparing For The Journey==&lt;br /&gt;
Build an [[Aircraft_Factory|aircraft factory]] and start producing [[Space_Rocket|space rocket]]s. Spare space rockets are always good when learning how to fly.&lt;br /&gt;
&lt;br /&gt;
Once a space rocket is ready, the [[Rocket Training]] story should begin and teach you the basics of how to fly a space rocket, including controls. If the story does not start, do not fret.&lt;br /&gt;
&lt;br /&gt;
An [[EV_Suit|EV suit]] is essential for surviving harsh environments. If you do not already have one, go to a [[Retail_Store|retail store]] and take an [[EV_Suit|EV suit]] and a helmet from its storage. The [[Rocket Training]] story also provides a free set if you don't have one.&lt;br /&gt;
&lt;br /&gt;
The fuel cell on a space rocket lasts 20 minutes. It is refuelled using [[hydrogen]] and can be refuelled in flight if you have hydrogen in your inventory. Buying an extra can or two of hydrogen can be useful if you plan to fly around in your space rocket for a while.&lt;br /&gt;
&lt;br /&gt;
In order to get some information about your [[Solar_System|solar system]] before your journey, you can build an [[observatory]] and an [[Airport_Radar|airport radar]]. Having both in your [[city]] will give access to the [[System_Survey|system survey]] information on the [[System_Map|system map]], revealing the presence of [[resource]]s and their [[quality]] on each [[world]]. This will be important later for finding [[cryozine]].&lt;br /&gt;
&lt;br /&gt;
==Blast Off==&lt;br /&gt;
Fly the [[Space_Rocket|space rocket]] out of the planet's atmosphere. If you can't immediately see a [[moon]] in close orbit, it might be best to come to a full stop. Press the &amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt; key to enable the hold mode, it will toggle on the brakes and attempt to keep your space rocket stationary.&lt;br /&gt;
&lt;br /&gt;
Pressing the &amp;lt;code&amp;gt;O&amp;lt;/code&amp;gt; key will toggle on orbit rings of all celestial bodies. If your homeworld has a moon, or if your homeworld is a [[titan]] orbiting a [[Gas_Giant|gas giant]] with other moons, their orbits should show as green rings.&lt;br /&gt;
&lt;br /&gt;
If there are no moons in your local [[Planetary_System|planetary system]], you will have to look for other [[planet]]s and moons in your [[Solar_System|solar system]]. You can check your [[System_Map|system map]] to see where there are potential moons. When looking for other planetary systems to check, start with the inner and outer [[Orbit_Zone|orbit zones]] and secondly frigid orbit zones. Inferno orbit zones should be a last resort because of the added requirements for colonizing those worlds.&lt;br /&gt;
&lt;br /&gt;
When flying through space in your space rocket, be wary of large gas giants and giant [[sun]]s. The space rocket is affected by gravity and might be pulled in faster than the space rocket can accelerate. Therefore a moon in the same planetary system as your homeworld is normally recommended.&lt;br /&gt;
&lt;br /&gt;
If you have a [[System_Survey|system survey]] of your solar system, you can check what quality [[resource]]s might be on each moon and find the best ones. It is however a lot easier to get to those moons once you have acquired the resources to make gravity drive spacecraft.&lt;br /&gt;
&lt;br /&gt;
==Landing and Scouting==&lt;br /&gt;
Once you have located a [[moon]] or other suitable [[planet]], fly to it. Accelerate at full throttle towards the destination. Once at a good speed, it is usually best to turn off the thrust and simply cruise to your destination. Use the lateral brake &amp;lt;code&amp;gt;Q&amp;lt;/code&amp;gt; to control your heading and slow down with the forward brake &amp;lt;code&amp;gt;SPACE&amp;lt;/code&amp;gt; when nearing your destination.&lt;br /&gt;
&lt;br /&gt;
Once in orbit over your destination, simple give your space rocket a short burst towards the surface and use the brakes again to glide down. Landing nose up is not required, but mind your speed when you impact with the surface.&lt;br /&gt;
&lt;br /&gt;
Enter the [[Top-Down_View|top-down view]] and look at your surroundings. [[Eludium]] should be present on any world with a very low or no [[atmosphere]] density. You will have to cycle through the top-down view's overlays to find the one that shows common minerals.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|[[Eludium]] icon||[[Lumenite]] icon&lt;br /&gt;
|-&lt;br /&gt;
|[[File:C_Eludium.png|center|50px]]||[[File:C_Lumenite.png|center|50px]]&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you are lucky, you might also be able to locate [[Lumenite]]. Lumenite is possible on habitable [[Orbit_Zone|orbit zone]] moons, but it is more likely to be present in the colder orbit zones.&lt;br /&gt;
&lt;br /&gt;
In the beginning Eludium is the most important, as it will allow construction of more advanced space [[vehicle]]s and spaceships. Lumenite is nice to have present on the first moon colony, but it is not necessary. With those more advanced space vehicles and spaceships it will be easier to make more colonies in the future.&lt;br /&gt;
&lt;br /&gt;
[[Ice]] is valuable if you intend to make the colony self-sufficient. Colder moons will often have ice patches. Ice can be mined and converted to [[water]] and [[air]].&lt;br /&gt;
&lt;br /&gt;
You can use your [[Space_Rocket|space rocket]] to scout for more resources or even check over moons and worlds. If your space rocket is low on fuel you can refuel if with [[hydrogen]] from your inventory by pressing the &amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
Look for a good site to build a moon colony.&lt;br /&gt;
&lt;br /&gt;
==Moon Base Alpha==&lt;br /&gt;
Once you have found a suitable site for the moon colony:&lt;br /&gt;
&lt;br /&gt;
Switch to the [[Top-Down_View|top-down view]] and build an [[Airport_Terminal|airport terminal]]. If you build the airport terminal directly beneath the rocket, you can use the ''Building'' (&amp;lt;code&amp;gt;F10&amp;lt;/code&amp;gt;) window to do the work without exiting the rocket.&lt;br /&gt;
&lt;br /&gt;
The airport terminal will automatically create a trade connection with all other airport terminals in the [[Solar_System|solar system]]. This happens even while the airport terminal is under construction, allowing it to fetch construction materials from your home city.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Be sure your [[EV_Suit|EV suit]] is on and your [[EV_Helmet|helmet]] visor is closed before exiting the space rocket.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can now start planning out the rest of your moon colony. Build homes for your future moon colony population, build a power plant to enable the life-support, and start mining the new resources so they can be sent back to your home city.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' The buildings you construct on the moon will need to be hazardous environment withstanding (HEV). You won't be able to use the same designs as you did in your home city. You may need to open the [[Blueprint_Exchange|design exchange]] and obtain special HEV-prepared designs uploaded by other players to the Steam Workshop.&lt;br /&gt;
&lt;br /&gt;
If you brought a [[passenger]] in your space rocket, you can debark them to join the moon colony. Enter the space rocket and press the ''Debark Passengers'' button [[Comm]] window to unload the passenger.  The space rocket must be landed on the airport terminal. The passenger will leave the space rocket and move into one of the available homes, becoming a [[citizen]] of the new moon colony.&lt;br /&gt;
&lt;br /&gt;
==Growth Tips==&lt;br /&gt;
Unlike a habitable environment, [[citizen]]s in a harsh environment work all the time whether there is power or not.&lt;br /&gt;
&lt;br /&gt;
Add homes to the moon colony by building [[house]]s and [[apartment]]s. Homes are needed for the population to grow.&lt;br /&gt;
&lt;br /&gt;
Building a [[capitol]] and turning the colony into a full-blown [[city]] is not necessary. This removes the need for morale buildings on the moon, however you can choose to create a city regardless if you want to be able to check its [[City_Report|status reports]] and control buildings through the central [[Capitol#City_Management|capitol UI]].&lt;br /&gt;
&lt;br /&gt;
Build a [[:Category:Power_Generation_Buildings|power plant]]. [[Electricity]] is needed for life support, without it they will suffer from a [[morale]] penalty. Power production is the first priority when delegating jobs in a harsh environment. Citizens will work the power plant before anything else.&lt;br /&gt;
&lt;br /&gt;
Food imported through an [[Airport_Terminal|airport]] is usually sufficient. Food production is the third priority when delegating jobs in a harsh environment. Food production can help a moon colony to become self sufficient. To produce animal by-products at a [[farm]] in a harsh environment, you must bring an animal or DNA Sample to the farm.&lt;br /&gt;
&lt;br /&gt;
Remaining jobs are allocated after power plant, refinery, and food production jobs are filled.&lt;br /&gt;
&lt;br /&gt;
==Rocket-Drive Spacecraft==&lt;br /&gt;
Another method consists of using a [[Rocket_Drive|rocket-drive]] [[spacecraft]] to go to space. It has some advantages compared to the basic [[Space_Rocket|space rocket]] vehicle:&lt;br /&gt;
* It's easier to navigate (using a [[Navigator_Station|navigator console]] and [[Sensor Station|sensors]]).&lt;br /&gt;
* You have a much greater [[hold]] to keep your [[food]] and other important supplies in (depending on the blueprint).&lt;br /&gt;
* The [[spacecraft]] usually has way more fuel in its [[Fuel_Cell|fuel cells]] than a [[Space_Rocket|space rocket]], so you won't need to refill it yourself (depending on the blueprint).&lt;br /&gt;
* It's always cool to have a breathable and walkable space while on airless worlds or in the void of space.&lt;br /&gt;
* Having a [[berth]] on a spacecraft is essentially a [[respawn]] point for if you die while on the other worlds.&lt;br /&gt;
* Some spacecraft blueprints can embark [[passenger]]s and [[Cryo_Berth|cryo berths]], so you can help the population to grow by disembarking them on your moon colony.&lt;br /&gt;
&lt;br /&gt;
But this method has drawbacks too:&lt;br /&gt;
* You'll have to construct more dedicated industries, such as an [[Airport_Repair_Shop|airport repair shop]] to manufacture the [[Spare_Part|spare parts]], a [[Spacecraft_Factory|spacecraft factory]] to manufacture the spacecraft, and possibly more depending on your current infrastructure.&lt;br /&gt;
* It's not easy to choose a [[spacecraft]] blueprint when you don't understand all the values given in their description.&lt;br /&gt;
* Using a [[spacecraft]] doesn't offer any real logistical advantage now that [[Airport_Terminal|airport terminals]] can fetch materials while still under construction.&lt;br /&gt;
&lt;br /&gt;
===Finding Public Blueprints===&lt;br /&gt;
You can find ship blueprints on the [https://steamcommunity.com/workshop/browse/?appid=2239520 Steam Workshop], which can also be accessed through the in-game [[Blueprint_Exchange#Spacecraft_Blueprint_Exchange|Spacecraft Blueprint Exchange]]. For more informations : [[Building_Your_First_Interstellar_Colony#Spacecraft_Blueprint_Acquisition|Spacecraft Blueprint Acquisition]], [[Building_Your_First_Interstellar_Colony#Spacecraft_Construction|Spacecraft Construction]] and [https://steamcommunity.com/sharedfiles/filedetails/?id=3102565642 How to use Workshop building designs (+ spacecraft)].&lt;br /&gt;
&lt;br /&gt;
The kind of [[spacecraft]] has to only use low-tech subsystems (meaning no [[FTL_Drive|FTL drive]]s, [[shield]]s or [[transporter]]s). This allow you to build them quickly and with few materials. They will have the ''Structure'' as ''Spaceship'', which means they don't have an FTL drive. Their names often include &amp;quot;Beginner&amp;quot;, &amp;quot;Starter&amp;quot;, &amp;quot;Rocket&amp;quot; or &amp;quot;Moon&amp;quot;. In the design information, check on the '''ENGINEERING''' section, under '''[...]m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Maneuver Drive''' you should read: '''Rocket Drive Module Q[...]'''. Check on the '''AVIONICS''' section, under '''[...]m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Life Support''' you should read that it's '''Life Support Module Q[...]''' and &amp;lt;big&amp;gt;NOT&amp;lt;/big&amp;gt; '''Life Support ''Gravity'' Module Q[...]'''. Finally check at the end of the design information, and look at the materials: you should have all the materials required.&lt;br /&gt;
&lt;br /&gt;
Some examples can be found listed in this Steam guide, under '''Starter Ships''' section, '''Early shuttles''' list : [https://steamcommunity.com/sharedfiles/filedetails/?id=3108460939 List of early spacecraft designs]&lt;br /&gt;
&lt;br /&gt;
==The [[Asteroid]] Threat==&lt;br /&gt;
[[File:SystemSurveyExample.png|200px|thumb|right|Example of the [[System_Map|system map]] with [[survey]] information.]]&lt;br /&gt;
''&amp;lt;small&amp;gt;Only applies to Reach for the Stars&amp;lt;/small&amp;gt;''&lt;br /&gt;
&lt;br /&gt;
Now would be a good time to check your system for [[cryozine]]. Having both an [[observatory]] and an [[Airport_Radar|airport radar]] will generate a [[System_Survey|system survey]] of your home system, after which you can see world resources on the [[System_Map|system map]]. Simply click on the body to see its resources.&lt;br /&gt;
&lt;br /&gt;
Only worlds in the '''frigid''' [[Orbit_Zone|orbit-zone]] with a non-standard [[atmosphere]] will contain cryozine. Cryozine is necessary for the production of [[Weapon_Bay_Module|energy weapon]] modules and [[Energy_Weapon_Lens|energy weapon lenses]], which are recommended for destroying the [[asteroid]] threat. The [[asteroid]] will impact your homeworld one week from when you started, and will annihilate your planet if left unchecked, so this should be a priority. This will require setting up a [[refinery]] to extract cryozine from the frigid atmosphere, and production of [[Cryo_Heat_Sink|cryo heat sink]]s.&lt;br /&gt;
&lt;br /&gt;
If your starting system has no cryozine, see the [[Building Your First Interstellar Colony]] guide.&lt;br /&gt;
&lt;br /&gt;
==What next?==&lt;br /&gt;
Once you've got a stable population on your moon colony and [[Eludium]] is being mined, you're ready to advance to proper gravity-drive [[spacecraft]].&lt;br /&gt;
&lt;br /&gt;
Your next step is to return to your homeworld, and setup production of [[Grav Coupling]]s. These are the key components of [[Maneuver_Drive|gravity drive]] technology which is the next step up from rocket engines and allows for far more advanced spacecraft.&lt;br /&gt;
&lt;br /&gt;
For the next steps, see [[Building Your First Interstellar Colony]].&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Spacecraft_Design&amp;diff=13679</id>
		<title>Spacecraft Design</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Spacecraft_Design&amp;diff=13679"/>
		<updated>2024-08-27T21:44:52Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: /* Notes on designing a ship */ Added note on mesh import&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page focuses on designer rulers and functions specific for [[spacecraft]] designing.&lt;br /&gt;
&lt;br /&gt;
See the [[Designer]] page for common designer information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Berth]]&lt;br /&gt;
| Personal respawn location for two people. Stateroom berths can accomodate two colonists instead of people. Can choose what type of berth is provided, such as Captain, Officer, Crew, Troops, or Civilians.&lt;br /&gt;
| [[Sensor Station]]&lt;br /&gt;
| Operates Sensors.&lt;br /&gt;
|-&lt;br /&gt;
| [[Engineer Station]]&lt;br /&gt;
| Tunes maneuver drive performance.&amp;lt;br&amp;gt;Required to operate FTL drive.&lt;br /&gt;
| [[Space Vehicle Recovery System]]&lt;br /&gt;
| The recovery system displays an approach lighting system that guides the pilot toward the recovery system. When the vehicle enters the recovery system, it is captured and moved instantly to a vacant parking spot, if one is available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon Station]]&lt;br /&gt;
| Required for each weapon bay to operate the weapon. Only one permitted per bay.&lt;br /&gt;
| [[Shield Station]]&lt;br /&gt;
| Operates energy shields. Only one permitted per room. &lt;br /&gt;
|-&lt;br /&gt;
| [[Maneuver Drive]]&lt;br /&gt;
| Provides thrust for maneuvering. Enables a station to hold its position. Provides artificial gravity inside spacecraft. Required for all spacecraft.&lt;br /&gt;
| [[Water Vehicle Parking Spot]]&lt;br /&gt;
| A water vehicle parking spot indicates a place to park a water vehicle. Ship policies determine which specific water vehicle will be stored. These are 12m x 17m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Helm Station]]&lt;br /&gt;
| Controls attitude and velocity of ship. Required for all spacecraft. Only one permitted per bridge.&lt;br /&gt;
| [[Ground Vehicle Parking Spot]]&lt;br /&gt;
| Ground Vehicle Parking Spot. Indicates where a ground vehicle should be parked, and ship policies determine what type of vehicle is spawned here. These are 6m x 12m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Surgery Unit]]&lt;br /&gt;
| Performs complex anatomical operations.&lt;br /&gt;
| [[Space Vehicle Parking Spot]]&lt;br /&gt;
| A space vehicle parking spot indicates a place to park a space vehicle. Ship policies determine which specific space vehicle will be stored. These are 12m x 17m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Transporter Pad]]&lt;br /&gt;
| One pad is required per person transported simultaneously. Total pads in room determines maximum object size&lt;br /&gt;
| [[Pod Bay]]&lt;br /&gt;
| '''Unimplemented'''. A pod bay indicates a place to store a drop pod. Drop pods can be used as life boats. They can also be used to deploy troops. These are 5m x 5m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Medic Station]]&lt;br /&gt;
| Required in each sickbay to operate surgery unit. Place only one in each sickbay.&lt;br /&gt;
| [[Transporter Station]]&lt;br /&gt;
| Operates matter transmission equipment. Place only one in each transporter room.&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigator Station]]&lt;br /&gt;
| Displays solar system and wormhole information. Plots courses to travel among the stars. Only one permitted per bridge.&lt;br /&gt;
| [[Turret]]&lt;br /&gt;
| Provides a standard mount for various weapons on hull walls.&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Vehicle Launcher]]&lt;br /&gt;
| A space vehicle launcher is a place to position a space vehicle for launch. It also determines the direction in which the vehicle is launched. These are 12m x 17m in size and require this space to be available. The launch pad requires direct access to the outside through a door or opening.&lt;br /&gt;
| [[Power Relay Station]]&lt;br /&gt;
| Distributes power between ship systems. Displays status of ship systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panels===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Alert Status]]&lt;br /&gt;
| Shows the spacecraft's alert level.&lt;br /&gt;
| [[Mission Status]]&lt;br /&gt;
| Shows the current mission status. For example current [[Solar_System|solar system]] name and ETA to destination.&lt;br /&gt;
|-&lt;br /&gt;
| [[Room Life Support Status]]&lt;br /&gt;
| Shows the life support status of the associated [[Room_Void|room void]].&lt;br /&gt;
| [[World Map]]&lt;br /&gt;
| Shows the [[Locator|world map]] of the current [[world]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Service Panel]]&lt;br /&gt;
| A service panel is used to repair or upgrade a spacecraft's systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Volumes==&lt;br /&gt;
Below are the functions for each of the &amp;quot;sliders&amp;quot; that can be seen on a spacecraft design's properties. This controls hull volume allocation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Volume&lt;br /&gt;
! Function&lt;br /&gt;
! Volume&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Framework]]&lt;br /&gt;
| Unused volume. Cheap and provides some extra health.&lt;br /&gt;
| [[Armor]]&lt;br /&gt;
| Provides protection from damage as the name implies.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryo Berth]]&lt;br /&gt;
| Berths for naked passengers that don't require physical berth placement.&amp;lt;br&amp;gt;Good for transporting thousands of civilians.&lt;br /&gt;
| [[Power_Plant_(Subsystem)|Power Plant]]&lt;br /&gt;
| Power generation per second.&lt;br /&gt;
|-&lt;br /&gt;
| [[Capacitor]]&lt;br /&gt;
| Electricity storage capacity, useful for beam weapons or harvester bays.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawning==&lt;br /&gt;
A valid spacecraft design must define a Station, Spaceship, or Starship with one contiguous hull. When your design is complete and valid, do the following things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spawning&lt;br /&gt;
|-&lt;br /&gt;
| Space stations automatically spawn in orbit with crew. The space station will not spawn if there already is a space station of the same blueprint with equal or higher [[quality]].&lt;br /&gt;
|-&lt;br /&gt;
| A spacecraft that fits within the inside size limits of ground construction will spawn on the spacecraft factory. As long as they are empty of vehicles and spaceships.&lt;br /&gt;
|-&lt;br /&gt;
| A spacecraft that doesn't fit within the inside size limits of ground construction will spawn outside the space station of the planet it was built on (as long as it is empire owned). The space station has room for upto 4 craft to spawn this way. Removing a space station will not reset the spaces. You'll have to hunt down the old spaceships and move them to free up room. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The maximum size for a spaceship to be manufactured on the ground on a planet is 72m / 236ft along each axis. Maximum size for any spacecraft is 1 600m / 5 250ft along each axis.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if a blueprint has a set minimum [[quality]] defined in it, all materials used in its construction must gave a quality equal to or higher than that.&lt;br /&gt;
&lt;br /&gt;
A spaceship can be constructed one of two ways. Either it can be manufactured or purchased. If it's manufactured, then it is labelled as a 'starforce' ship and is owned by the empire where it was built, although people from that empire will be able to claim berths in it and fly it. A starforce ship receives free repairs and refuelling at all cities and space stations owned by the same empire as where it was built.&lt;br /&gt;
&lt;br /&gt;
A purchased ship is owned by the avatar who purchased it, but must be purchased with that avatar's personal funds. These are known as Company Ships. These ships do not receive free repairs or refuelling, but cannot be captured by other empires. A single person may buy any number of private ships, but may only captain one of them.&lt;br /&gt;
&lt;br /&gt;
==Notes on designing a ship==&lt;br /&gt;
When designing a ship, keep in mind, that:&lt;br /&gt;
&lt;br /&gt;
1. You should always place a Captain Berth so that other berths are not used for a Captain. If you do not have a Captain Berth on your ship, one of the other berths are reserved.&lt;br /&gt;
The order of precedence for reserving a captain's berth:&lt;br /&gt;
 Officer &amp;gt; Passenger &amp;gt; Crew &amp;gt; Troop berth.&lt;br /&gt;
&lt;br /&gt;
2. If you want your ship to fly, instead of bounce around aimlessly, you need an Engineer console, and an engineer to operate it.&lt;br /&gt;
&lt;br /&gt;
3. If you want your ship to leave a planet's orbit and reach for other planets, and stars, you need a Navigation console.&lt;br /&gt;
&lt;br /&gt;
4. You can import external meshes into the designer. Format must be 3ds or stl. You can even design your meshes in a software like Blender and import them when finished. Keep in mind you'll still need to texture them and add voids, pathing etc. Also, all meshes that are imported will be triangulated.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spacecraft]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Spacecraft_Design&amp;diff=13678</id>
		<title>Spacecraft Design</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Spacecraft_Design&amp;diff=13678"/>
		<updated>2024-08-27T21:38:29Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: /* Construction */ Added ground &amp;amp; max size ; replaced &amp;quot;fleet&amp;quot; with &amp;quot;starforce&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page focuses on designer rulers and functions specific for [[spacecraft]] designing.&lt;br /&gt;
&lt;br /&gt;
See the [[Designer]] page for common designer information.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Berth]]&lt;br /&gt;
| Personal respawn location for two people. Stateroom berths can accomodate two colonists instead of people. Can choose what type of berth is provided, such as Captain, Officer, Crew, Troops, or Civilians.&lt;br /&gt;
| [[Sensor Station]]&lt;br /&gt;
| Operates Sensors.&lt;br /&gt;
|-&lt;br /&gt;
| [[Engineer Station]]&lt;br /&gt;
| Tunes maneuver drive performance.&amp;lt;br&amp;gt;Required to operate FTL drive.&lt;br /&gt;
| [[Space Vehicle Recovery System]]&lt;br /&gt;
| The recovery system displays an approach lighting system that guides the pilot toward the recovery system. When the vehicle enters the recovery system, it is captured and moved instantly to a vacant parking spot, if one is available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Weapon Station]]&lt;br /&gt;
| Required for each weapon bay to operate the weapon. Only one permitted per bay.&lt;br /&gt;
| [[Shield Station]]&lt;br /&gt;
| Operates energy shields. Only one permitted per room. &lt;br /&gt;
|-&lt;br /&gt;
| [[Maneuver Drive]]&lt;br /&gt;
| Provides thrust for maneuvering. Enables a station to hold its position. Provides artificial gravity inside spacecraft. Required for all spacecraft.&lt;br /&gt;
| [[Water Vehicle Parking Spot]]&lt;br /&gt;
| A water vehicle parking spot indicates a place to park a water vehicle. Ship policies determine which specific water vehicle will be stored. These are 12m x 17m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Helm Station]]&lt;br /&gt;
| Controls attitude and velocity of ship. Required for all spacecraft. Only one permitted per bridge.&lt;br /&gt;
| [[Ground Vehicle Parking Spot]]&lt;br /&gt;
| Ground Vehicle Parking Spot. Indicates where a ground vehicle should be parked, and ship policies determine what type of vehicle is spawned here. These are 6m x 12m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Surgery Unit]]&lt;br /&gt;
| Performs complex anatomical operations.&lt;br /&gt;
| [[Space Vehicle Parking Spot]]&lt;br /&gt;
| A space vehicle parking spot indicates a place to park a space vehicle. Ship policies determine which specific space vehicle will be stored. These are 12m x 17m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Transporter Pad]]&lt;br /&gt;
| One pad is required per person transported simultaneously. Total pads in room determines maximum object size&lt;br /&gt;
| [[Pod Bay]]&lt;br /&gt;
| '''Unimplemented'''. A pod bay indicates a place to store a drop pod. Drop pods can be used as life boats. They can also be used to deploy troops. These are 5m x 5m in size and require this space to be available. &lt;br /&gt;
|-&lt;br /&gt;
| [[Medic Station]]&lt;br /&gt;
| Required in each sickbay to operate surgery unit. Place only one in each sickbay.&lt;br /&gt;
| [[Transporter Station]]&lt;br /&gt;
| Operates matter transmission equipment. Place only one in each transporter room.&lt;br /&gt;
|-&lt;br /&gt;
| [[Navigator Station]]&lt;br /&gt;
| Displays solar system and wormhole information. Plots courses to travel among the stars. Only one permitted per bridge.&lt;br /&gt;
| [[Turret]]&lt;br /&gt;
| Provides a standard mount for various weapons on hull walls.&lt;br /&gt;
|-&lt;br /&gt;
| [[Space Vehicle Launcher]]&lt;br /&gt;
| A space vehicle launcher is a place to position a space vehicle for launch. It also determines the direction in which the vehicle is launched. These are 12m x 17m in size and require this space to be available. The launch pad requires direct access to the outside through a door or opening.&lt;br /&gt;
| [[Power Relay Station]]&lt;br /&gt;
| Distributes power between ship systems. Displays status of ship systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Panels===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
! Module&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Alert Status]]&lt;br /&gt;
| Shows the spacecraft's alert level.&lt;br /&gt;
| [[Mission Status]]&lt;br /&gt;
| Shows the current mission status. For example current [[Solar_System|solar system]] name and ETA to destination.&lt;br /&gt;
|-&lt;br /&gt;
| [[Room Life Support Status]]&lt;br /&gt;
| Shows the life support status of the associated [[Room_Void|room void]].&lt;br /&gt;
| [[World Map]]&lt;br /&gt;
| Shows the [[Locator|world map]] of the current [[world]].&lt;br /&gt;
|-&lt;br /&gt;
| [[Service Panel]]&lt;br /&gt;
| A service panel is used to repair or upgrade a spacecraft's systems.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Volumes==&lt;br /&gt;
Below are the functions for each of the &amp;quot;sliders&amp;quot; that can be seen on a spacecraft design's properties. This controls hull volume allocation.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Volume&lt;br /&gt;
! Function&lt;br /&gt;
! Volume&lt;br /&gt;
! Function&lt;br /&gt;
|-&lt;br /&gt;
| [[Framework]]&lt;br /&gt;
| Unused volume. Cheap and provides some extra health.&lt;br /&gt;
| [[Armor]]&lt;br /&gt;
| Provides protection from damage as the name implies.&lt;br /&gt;
|-&lt;br /&gt;
| [[Cryo Berth]]&lt;br /&gt;
| Berths for naked passengers that don't require physical berth placement.&amp;lt;br&amp;gt;Good for transporting thousands of civilians.&lt;br /&gt;
| [[Power_Plant_(Subsystem)|Power Plant]]&lt;br /&gt;
| Power generation per second.&lt;br /&gt;
|-&lt;br /&gt;
| [[Capacitor]]&lt;br /&gt;
| Electricity storage capacity, useful for beam weapons or harvester bays.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Spawning==&lt;br /&gt;
A valid spacecraft design must define a Station, Spaceship, or Starship with one contiguous hull. When your design is complete and valid, do the following things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Spawning&lt;br /&gt;
|-&lt;br /&gt;
| Space stations automatically spawn in orbit with crew. The space station will not spawn if there already is a space station of the same blueprint with equal or higher [[quality]].&lt;br /&gt;
|-&lt;br /&gt;
| A spacecraft that fits within the inside size limits of ground construction will spawn on the spacecraft factory. As long as they are empty of vehicles and spaceships.&lt;br /&gt;
|-&lt;br /&gt;
| A spacecraft that doesn't fit within the inside size limits of ground construction will spawn outside the space station of the planet it was built on (as long as it is empire owned). The space station has room for upto 4 craft to spawn this way. Removing a space station will not reset the spaces. You'll have to hunt down the old spaceships and move them to free up room. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Construction==&lt;br /&gt;
The maximum size for a spaceship to be manufactured on the ground on a planet is 72m / 236ft along each axis. Maximum size for any spacecraft is 1 600m / 5 250ft along each axis.&lt;br /&gt;
&lt;br /&gt;
It should be noted that if a blueprint has a set minimum [[quality]] defined in it, all materials used in its construction must gave a quality equal to or higher than that.&lt;br /&gt;
&lt;br /&gt;
A spaceship can be constructed one of two ways. Either it can be manufactured or purchased. If it's manufactured, then it is labelled as a 'starforce' ship and is owned by the empire where it was built, although people from that empire will be able to claim berths in it and fly it. A starforce ship receives free repairs and refuelling at all cities and space stations owned by the same empire as where it was built.&lt;br /&gt;
&lt;br /&gt;
A purchased ship is owned by the avatar who purchased it, but must be purchased with that avatar's personal funds. These are known as Company Ships. These ships do not receive free repairs or refuelling, but cannot be captured by other empires. A single person may buy any number of private ships, but may only captain one of them.&lt;br /&gt;
&lt;br /&gt;
==Notes on designing a ship==&lt;br /&gt;
When designing a ship, keep in mind, that:&lt;br /&gt;
&lt;br /&gt;
1. You should always place a Captain Berth so that other berths are not used for a Captain. If you do not have a Captain Berth on your ship, one of the other berths are reserved.&lt;br /&gt;
The order of precedence for reserving a captain's berth:&lt;br /&gt;
 Officer &amp;gt; Passenger &amp;gt; Crew &amp;gt; Troop berth.&lt;br /&gt;
&lt;br /&gt;
2. If you want your ship to fly, instead of bounce around aimlessly, you need an Engineer console, and an engineer to operate it.&lt;br /&gt;
&lt;br /&gt;
3. If you want your ship to leave a planet's orbit and reach for other planets, and stars, you need a Navigation console.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spacecraft]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=French_Empire&amp;diff=13677</id>
		<title>French Empire</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=French_Empire&amp;diff=13677"/>
		<updated>2024-07-31T14:48:34Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: Typo, slight rewrite, added U6 &amp;amp; U7 basis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mbox&lt;br /&gt;
| icon = C_Flag.png&lt;br /&gt;
| colorborder = Pink&lt;br /&gt;
| colorbackground = LightPink&lt;br /&gt;
| colortext = black&lt;br /&gt;
| text = '''This page was originally written in French and was translated.'''&lt;br /&gt;
&lt;br /&gt;
To read the French version, go to '''[[{{PAGENAME}}/French]]'''.&lt;br /&gt;
}}&lt;br /&gt;
{{Empire&lt;br /&gt;
| Name = French Empire&lt;br /&gt;
| Picture = Flag_FrenchEmpire.png&lt;br /&gt;
| FoundingDate = 2011-10-05&lt;br /&gt;
| MemberCount = 60&lt;br /&gt;
| KeyMembers =&lt;br /&gt;
* D4rz (Founder)&lt;br /&gt;
* StarOri (Founder)&lt;br /&gt;
* Larry (Founder)&lt;br /&gt;
* Krisscut&lt;br /&gt;
* NestOri&lt;br /&gt;
* Yetimal&lt;br /&gt;
* Luciano&lt;br /&gt;
* Ripticus&lt;br /&gt;
* L'oeil&lt;br /&gt;
* Nambrok&lt;br /&gt;
* Jim Raven&lt;br /&gt;
* Cide&lt;br /&gt;
* Neils Iyssada&lt;br /&gt;
| Allies =&lt;br /&gt;
* Top Secret&lt;br /&gt;
| Enemies =&lt;br /&gt;
* Rome&lt;br /&gt;
* [[Exiles]]&lt;br /&gt;
* [[Stellar Syndicate]]&lt;br /&gt;
* [[Foxtail]]&lt;br /&gt;
* All Griefing Empire&lt;br /&gt;
}}&lt;br /&gt;
'''French Empire''' was an empire that existed during the Shores of Hazeron [[MMO]]. It was founded in October 2011, its objective being to regroup every French player of the game, to keep peace between them and unite them. The French Empire became the largest in the galaxy at the end of March 2013, and it remained one of the largest until U4, then became more discreet but still present until the end of MMO.&lt;br /&gt;
&lt;br /&gt;
==Notable Members==&lt;br /&gt;
===The 3 Founders===&lt;br /&gt;
'''D4rz''' is the original founder of the French Empire and was the Emperor from October 8, 2011 to July 14, 2012&lt;br /&gt;
&lt;br /&gt;
'''StarOri''' was the Prime Minister from October 8, 2011 to July 14, 2012 and was the Emperor since then. He led the Empire to its glory in 2013.&lt;br /&gt;
&lt;br /&gt;
'''Larry''' is the mentor of the two founders D4rz and StarOri, and as such he taught them everything.&lt;br /&gt;
&lt;br /&gt;
===Notable members===&lt;br /&gt;
'''Nambrok''' joined the empire in January 2012. He is a versatile player who enjoy both colonizing and war.&lt;br /&gt;
&lt;br /&gt;
'''Ripticus''' joined the empire in January 2012. Ripticus was acting Prime Minister from April 2012 till June 2012. His main occupations in the French Empire are to design warships and wage war to the empire's enemies.&lt;br /&gt;
&lt;br /&gt;
'''Krisscut''' joined the empire in March 2012. Krisscut is the Prime minister since November 2012. He's mostly a colonizer and a utility ship designer.&lt;br /&gt;
&lt;br /&gt;
'''Luciano''' joined the empire in January 2013. He is the creator of the french Let's Play on Youtube. He's also a great colonizer.&lt;br /&gt;
&lt;br /&gt;
'''Nestor''', also known as NestOri, joined the empire in February 2013. He is the father of the French Empire's first fleet designed purely for war. He is able to colonize, design or wage war alike.&lt;br /&gt;
&lt;br /&gt;
==Recruiting==&lt;br /&gt;
&lt;br /&gt;
The French Empire recruits experienced and inexperienced players alike.&lt;br /&gt;
&lt;br /&gt;
To join the French Empire, you must apply [http://frenchempire.forumgratuit.org/f4-candidature here]. If you are French-speaking, you are (de facto) automatically accepted. If you are not French-speaking, a vote of every French Empire members will be required.&lt;br /&gt;
&lt;br /&gt;
Note : Following the end of MMO, playing together isn't possible anymore. However, all applicants are welcome in our community !&lt;br /&gt;
&lt;br /&gt;
==Pre-History==&lt;br /&gt;
&lt;br /&gt;
Larry is the first French to discover this game and he published numerous advertisements on many forums, StarOri and D4rz discovered the game thanks to one of those ads. First, they all created a solo empire, but when StarOri's empire has been destroyed by the [[Demigods Rus]], they decided to create the French Empire together, on October 8th 2011.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Beginning===&lt;br /&gt;
&lt;br /&gt;
The French Empire remained unknown until February 2012, when it conquered the [[Get Out]] empire in a quick and easy war. It then remained in the shadows until June, where it entered the Top 10 and started to look for allies (like the [[LYNXOR]]). Afterwards, it created with the [[Stellar Syndicate]] an alliance named New Order that became the 4th galactical power, mainly to counter the new alliance called [[The United Empires]].&lt;br /&gt;
However, an argument between the main members created a scission in the empire. With the active members leaving in a new empire, and D4rz leaving the game, StarOri was the only French Empire player left and became the Emperor.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===The Dark Age===&lt;br /&gt;
&lt;br /&gt;
From July to November 2012, the empire slowly decayed until its destruction. In November, StarOri and Krisscut tried to restart the empire, but they failed mainly because of the 2 invasions from the [[Klingon Empire]].&lt;br /&gt;
Seeking revenge, StarOri allied what's left of the French Empire to [[The Toucan Empire]] on February 3rd 2013 to make them the 1st galactical power. This action triggered the [[Klingon-Toucan War]] and the fall of the [[Klingon Empire]].&lt;br /&gt;
&lt;br /&gt;
===The Rebirth and the Golden Age===&lt;br /&gt;
&lt;br /&gt;
On February 8th 2013, an empire named French Alliance merged with the French Empire, it was the beginning of a new era of developpment. The French Empire took action in the war against the [[Harvesters]] by heavily damaging their mothership and retaking some of the cities they captured. The French Empire was the fastest to recover from the Resources Quality Reset [http://hazeron.com/phpBB3/viewtopic.php?f=3&amp;amp;t=5205 of March, 1st] and this was why, along with the inactivity of [[The Toucan Empire]], [[WGF]] and the fall of the [[Klingon Empire]], it became the 1st galactical power on March, 28th.&lt;br /&gt;
An era of stability was then established in the galaxy, with the French Empire placing itself as a peacekeeper.&lt;br /&gt;
Then the French Empire destroyed the [[404 Not Found]], an empire similar to the [[Harvesters]].&lt;br /&gt;
&lt;br /&gt;
During this period, the French Empire was at war with the [[Ancients Arias]] since [http://hazeron.com/phpBB3/viewtopic.php?f=24&amp;amp;t=5596 1st June]. This war was long and gave the F-E a hard time. We also bitterly experienced during a tragic week of the war the total annihilation of our combat fleet (about 120 ships). Nonethless we recovered alone and rebuilt a fleet of combat in record time, the production rate reaching a maximum of 60 vessels per day. It was such a feat that the Emperor asked to advertise of our formidable abilities through a video : [https://www.youtube.com/watch?v=dr_Ca84vJ5U When diplomacy fails]. The ship designs having been perfected, we finally managed to survive this enemy.&lt;br /&gt;
&lt;br /&gt;
This period of empire's heyday lead to the possession of more than 350 ships (two-thirds of which were intended for combat mainly), the other vessels being traders, explorers, colonizers and harvesters.&lt;br /&gt;
&lt;br /&gt;
At the announcement of the end of the universe, a race to the sectors (which was a factor of the standings at that time) took place between the major empires. The French Empire didn't tried to hide its ambition or using shady tactics, just planting a flag on a planet for each sector, adding a few buildings to avoid decay. During the last week, the members only planted a flag. Alas, we didn't won the universe 3 as the Syndicate Empire used vile tactics : they created multiple empires to stealthily plant flags, which were vassalized or surrended to the main empire at the last moment so that we could not observe their score. This was for us the first warning of the behavior of the members of this empire.&lt;br /&gt;
&lt;br /&gt;
=== Universe 4 ===&lt;br /&gt;
&lt;br /&gt;
The universe 4 started on January 1st, 2014, The French Empire was present !&lt;br /&gt;
&lt;br /&gt;
=== Angry beginnings ===&lt;br /&gt;
&lt;br /&gt;
Universe 4 begins with a strong activity of all the empires. Very quickly, wars broke out between them to protect territories, to establish borders and a guarantee of access to vital resources.&lt;br /&gt;
It was in this context that the war against the Exiles started. This empire was actually created by the Syndicate. The goal of creating such an empire is to use it to ensure the hegemony of the main empire by slowing or even eliminating the progress of rivals. The Exiles Empire did the dirty work of the Syndicate. The war lasted about 3 weeks, it was at the origin of many changes in the game systems. A wiki page is devoted to this event: [[French Empire War on Exiles]]&lt;br /&gt;
&lt;br /&gt;
Following the signing of a peace treaty, we kept our homeword and went to a secret place to rebuild our forces and train in combat.&lt;br /&gt;
Two months after the signing of the peace treaty with the Exiles, we had accumulated enough evidence incriminating the Syndicate to officially break our relationship with them. Since then we have been enemies.&lt;br /&gt;
&lt;br /&gt;
An Empire like the Syndicate can't be worthy of cordial relation with the French Empire.&lt;br /&gt;
&lt;br /&gt;
=== Reconstruction and progressive inactivity ===&lt;br /&gt;
&lt;br /&gt;
We left and built a new &amp;quot;home&amp;quot; about 700 persec of the main cluster. In just two weeks, we were again able to produce combat ships. However, the war against the Exiles had marked the spirits, and the periods of school examination was approaching, the empire thus went dormant.&lt;br /&gt;
&lt;br /&gt;
Thus, that was the end of universe 4 for the French Empire, since the game was closed during the summer of the same year.&lt;br /&gt;
&lt;br /&gt;
=== Universe 5 ===&lt;br /&gt;
&lt;br /&gt;
The French Empire, through one of its key members [[Yetimal]] managed to contact [[Haxus]] on the occasion of the release of his new game [[Gravity Well]] on the forum of the game. The subject is searchable [http://gw.softwareengineering.com/phpBB3/viewtopic.php?f=2&amp;amp;t=22. right here]. We were able to tell him of our distress and submitted the idea of ​​paying him. This is how the French Empire contributed to the return of Shores of Hazeron on servers via the Pay to play system.&lt;br /&gt;
&lt;br /&gt;
===Universe 6===&lt;br /&gt;
&lt;br /&gt;
-WIP-&lt;br /&gt;
&lt;br /&gt;
===Universe 7===&lt;br /&gt;
&lt;br /&gt;
-WIP-&lt;br /&gt;
&lt;br /&gt;
=== A story that is still being written ===&lt;br /&gt;
&lt;br /&gt;
The story is still being written. We want to warn our readers that the EF is never really inactive, we only sleep with one eye, always ready to pounce on the enemy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Diplomacy==&lt;br /&gt;
&lt;br /&gt;
The French Empire is usually peaceful, but it will not hesitate to strike its enemies or those who disrespect it. The French Empire is hostile to every griefing empire, like the [[Harvesters]], the [[404 Not Found]] or the [[Ancients Arias]].&lt;br /&gt;
Also, the French Empire protects the weak empires from the stronger ones.&lt;br /&gt;
&lt;br /&gt;
[[Category:Universe_3]]&lt;br /&gt;
[[Category:Universe_4]]&lt;br /&gt;
[[Category:Universe_5]]&lt;br /&gt;
[[Category:Universe_6]]&lt;br /&gt;
[[Category:Universe_7]]&lt;br /&gt;
[[Category:History]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Template:FrontpageGameUpdates&amp;diff=13674</id>
		<title>Template:FrontpageGameUpdates</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Template:FrontpageGameUpdates&amp;diff=13674"/>
		<updated>2024-07-30T08:51:46Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: Added &amp;quot;2024-06-10 Leaky EV Suit, Distance Sort Planets List, Asphalt Roads on Inferno World&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;* [https://hazeron.com/mybb/showthread.php?tid=3120 '''2024-06-10 Leaky EV Suit, Distance Sort Planets List, Asphalt Roads on Inferno World''']&lt;br /&gt;
* [https://hazeron.com/mybb/showthread.php?tid=3112 2024-05-16 Pirates, Fleet Improvements, Designer Bugs, Corrosion Shield, Thorns]&lt;br /&gt;
* [https://hazeron.com/mybb/showthread.php?tid=3110 2024-05-09 Fleets, Starforce, C4 Doors, Shield Types]&lt;br /&gt;
* [https://hazeron.com/mybb/showthread.php?tid=3106 2024-04-27 Missiles, Ordnance, Sensor Lock, Salvage, Pirates]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=FTL_Drive&amp;diff=8459</id>
		<title>FTL Drive</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=FTL_Drive&amp;diff=8459"/>
		<updated>2020-06-30T20:34:22Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: /* Warp Drive */ Added refinery method for antiflux&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{NewVersion&lt;br /&gt;
| Update = [[Spacecraft Update]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
{{Spacecraft_Module&lt;br /&gt;
| Name = FTL Drive&lt;br /&gt;
| Picture = Dp_WormholeDrive.png&lt;br /&gt;
| Mass = ?&lt;br /&gt;
| Materials =&lt;br /&gt;
* ?&lt;br /&gt;
| Tools =&lt;br /&gt;
* ?&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
The FTL drive allows a [[spacecraft]] to travel faster than light (FTL). This is not required for interstellar travel, but it greatly reduces the travel time between [[Solar_System|solar system]]s. Without a FTL drive a spacecraft is forced to [[deadhead]], which is limited by the [[Lightspeed|speed of light]].&lt;br /&gt;
&lt;br /&gt;
The required size of the FTL drive depends on the size of the [[spacecraft]]. A smaller FTL drive than required will make it unable to engage, and a bigger FTL drive than required allow for redundancies in case the FTL drive is damaged. The FTL dive also require a great deal of power, so an adequately sized [[capacitor]] and [[Power_Plant|power plant]] is also required.&lt;br /&gt;
&lt;br /&gt;
An [[Engineer Station]] is required to be used in conjunction with a [[Navigator Station]]. Refer to the engineer console for instructions on how to use it.&lt;br /&gt;
&lt;br /&gt;
=FTL Drive Types=&lt;br /&gt;
There are currently two different FTL drive types. A [[spacecraft]] can have more than one FTL drive, or the FTL drive can be upgraded or changed using [[FTL_Drive_Module|FTL drive module]]s.&lt;br /&gt;
&lt;br /&gt;
==Wormhole Drive==&lt;br /&gt;
A wormhole FTL drive allows the [[spacecraft]] to instantly travel to another [[Solar_System|solar system]] through [[wormhole]]s. It is created using [[lumenite]], which is very common in the [[universe]], but only found on [[moon]]s and [[planet]]s in colder [[Orbit_Zone|orbit zone]]s.&lt;br /&gt;
&lt;br /&gt;
The wormhole drive has three polarity settings:&lt;br /&gt;
* Positive&lt;br /&gt;
* Negative&lt;br /&gt;
* Neutral&lt;br /&gt;
&lt;br /&gt;
There are three different levels of wormhole drives, determining which polarity settings it has.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+ Wormhole Drive Variants&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Drive&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Wormhole&lt;br /&gt;
|-&lt;br /&gt;
! Positive&lt;br /&gt;
! Negative&lt;br /&gt;
! Neutral&lt;br /&gt;
|-&lt;br /&gt;
! P&lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! PN&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! PNN&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
| X&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
When engaged, the drive goes through a 6 second warm up phase, then the drive is active for 50 seconds, then goes through a 6 second cool down phase. The polarity cannot be changed while the the drive is engaged.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;'''WARNING!'''&amp;lt;br&amp;gt;&lt;br /&gt;
'''The spacecraft will disintegrate upon entry into a wormhole if the drive polarity is set incorrectly!'''&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Helm_Station|Helm console]] shows an indicator with the polarity when the wormhole drive is engaged.&lt;br /&gt;
&lt;br /&gt;
See the [[Engineer Station]] page for more information on how to operate the wormhole FTL drive.&lt;br /&gt;
&lt;br /&gt;
==Warp Drive==&lt;br /&gt;
A warp FTL drive allows a [[spacecraft]] to accelerate past [[lightspeed]] instantly, allowing the spacecraft to travel directly between [[Solar_System|solar system]]s, at a fraction of the time it would take to [[deadhead]]. The speed of warp depends on the warp factor, 5x the [[Lightspeed|speed of light]] per warp factor. I.e., warp 1 is 5x the speed of light, warp 2 is 10x the speed of light, and so on, until warp 9 at 45x the speed of light.&lt;br /&gt;
&lt;br /&gt;
Warp FTL drives require [[Antiflux_Particles|antiflux particles]], which can be harvested with [[Particle_Collector_Bay|particle collector bay]]s. It can also be refined from a [[Refinery|refinery]] on a [[World|planetoid]]. The [[patent]] does not appear until you complete the wormhole FTL drive patents.&lt;br /&gt;
&lt;br /&gt;
Warp drives can be set to warp factors 1 through 9. This is however limited by the [[Warp_FTL_Drive_Module|warp FTL drive module]] installed on the spacecraft. Each warp factor requires more capacitor energy than the last, so extra large [[capacitor]] and [[Power_Plant|power plant]] is required for higher warp factors.&lt;br /&gt;
&lt;br /&gt;
When engaged, the warp drive goes through a 6 second warm up phase, then provides warp drive speed for 50 seconds, then goes through a 6 second cool down phase. Warp drive is engaged at the currently selected warp factor. The warp factor cannot be changed once the FTL drive is engaged.&lt;br /&gt;
&lt;br /&gt;
The capacitor power consumed at warp factor 1 is the same as the capacitor power consumed by engaging a wormhole FTL drive. That way a spacecraft's FTL drive and capacitor are adequate no matter what FTL drive type is installed later.&lt;br /&gt;
&lt;br /&gt;
Helm station shows a warp factor indicator when the warp drive is hot.&lt;br /&gt;
&lt;br /&gt;
Engineer [[Crew|crewman]] will operate the warp drive at an appropriate warp factor when the destination is farther than .9 parsecs (?) away. Issue a Travel Direct order and the crew will do the rest, it doesn't matter how many parsecs away it is. The engineer will engage the warp drive repeatedly if necessary to get there.&lt;br /&gt;
&lt;br /&gt;
Engineer crewman will operate the warp drive to follow another vessel. If the spacecraft being followed engages its warp drive, the engineer crewman will set the warp factor of his own spacecraft to match that of the spacecraft being followed and engage his own warp drive.&lt;br /&gt;
&lt;br /&gt;
Design analysis shows the maximum warp factor achievable based on max [[capacitor]] power.&lt;br /&gt;
&lt;br /&gt;
===Warp Piloting===&lt;br /&gt;
There is no acceleration or deceleration, speed changes are instantaneous. The pilot can disengage the warp FTL drive at any time to instantly stop the spacecraft, allowing a trained pilot to make short bursts of warp speed in order to get to in solar system destinations more quickly than with sublight speed.&lt;br /&gt;
&lt;br /&gt;
It is recommended to not point the spacecraft directly at a celestial body and to use the lower warp factors when warping within a solar system, since collision might happen faster than it is possible to react.&lt;br /&gt;
&lt;br /&gt;
When warping to a distant solar system it is recommended to disengage warp a good distance from the destination, so the spacecraft doesn't exit in the middle of one of the destination solar system's [[star]]s or other celestial bodies.&lt;br /&gt;
&lt;br /&gt;
===Turn Rate at Warp Speed===&lt;br /&gt;
A [[spacecraft]] travelling at warp speed, or even at the [[Lightspeed|speed of light]] using sublight engines will be unable to turn as quickly until it reduces its speed. This is because the faster a ship moves, the slower the turning is.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spacecraft Modules]]&lt;br /&gt;
[[Category:Spacecraft Systems]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Asteroid&amp;diff=8458</id>
		<title>Asteroid</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Asteroid&amp;diff=8458"/>
		<updated>2020-06-17T12:28:01Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: /* Easy Defense */ Added a note&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Asteroid.png|thumb|right|An asteroid about to impact a [[habitable]] [[world]].]]&lt;br /&gt;
The asteroid is an event that starts when a new [[avatar]] enters the universe. Their starting [[world]] will be in danger and need saving.&lt;br /&gt;
&lt;br /&gt;
The asteroid is explained by the [[stargazer]] of a [[village]].&lt;br /&gt;
&lt;br /&gt;
==Time Until Impact==&lt;br /&gt;
During [[Avatar_Creation|avatar creation]] it is possible to adjust the scheduled asteroid impact time. It can be adjusted between 6½ and 7½ days from when the [[avatar]] first spawns on their first [[world]]. It is recommended to select late time so you have time to react in the few critical hours prior to impact.&lt;br /&gt;
&lt;br /&gt;
==Detection==&lt;br /&gt;
[[Cities]] with an [[observatory]] report the presence of an asteroid in its [[Solar_System|solar system]], which is necessary to detect asteroids at extreme range. Asteroids known to be on a collision course with a [[world]] will cause an event log alert in the [[City_Report|city report]].&lt;br /&gt;
&lt;br /&gt;
If a [[Space_Station|space station]] with [[sensor]]s or a city with [[radar]] detect asteroids within sensor range, they will report them and their location in their event log.&lt;br /&gt;
&lt;br /&gt;
==Appearance==&lt;br /&gt;
The asteroid won't physically spawns in the [[Solar_System|solar system]] until the the last 8 hours before the scheduled time. The asteroid will at first spawn around 50 [[AU]] away and travel at ~1000m/s towards the homeworld. The travel speed with automatically increase and decrease to ensure the asteroid will impact with the homeworld it is locked onto at the exact scheduled time.&lt;br /&gt;
&lt;br /&gt;
The asteroid is marked as enemy, and can thus be targeted from a [[Fire_Control_Station|fire control station]]. It will also appear on the Unit list for attack and follow orders.&lt;br /&gt;
&lt;br /&gt;
==Impact==&lt;br /&gt;
Depending upon the size difference between the asteroid and the world [[world]] being impacted, devastation could range from destruction of all cities on the world, to complete annihilation of the world body.&lt;br /&gt;
&lt;br /&gt;
Asteroids of any size is are absorbed by [[Gas_Giant|gas giant]]s harmlessly.&lt;br /&gt;
&lt;br /&gt;
===Extinction Level Event===&lt;br /&gt;
When a smaller asteroid impacts a world it will create a huge crater, and all cities and buildings on the world are destroyed.&lt;br /&gt;
&lt;br /&gt;
===World Annihilation===&lt;br /&gt;
If a [[planet]] is destroyed, it will turn into an [[Asteroid_Belt|asteroid belt]] with possibly a tiny [[planetoid]] world in it.&lt;br /&gt;
&lt;br /&gt;
The [[moon]]s of a world are unharmed, unless subsequently hit by another asteroid. They will spin on an additional axis and tumble in the asteroid belt.&lt;br /&gt;
&lt;br /&gt;
If a moon or [[titan]] is destroyed by an asteroid impact, it will become a [[Planetary_Ring|planetary ring]]. A planetary ring that is left behind when its planet is destroyed will disappear.&lt;br /&gt;
&lt;br /&gt;
The [[System_Survey|system survey]] and [[Star_Map|star map]] XML export of the solar system with the destroyed world will still show the system as it was originally created.  To obtain the proper resource information for any remnants of the world, you'll need to perform a manual scan with the [[Sensor_Station|sensor station]].  According to Haxus, this is because &amp;quot;The system scan is generated based on a seed value. It doesn't know the planet was destroyed.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
==Impact Avoidance==&lt;br /&gt;
The goal is to develop the needed [[technology]] to get into space and either destroy the asteroid or evacuate the homeworld.&lt;br /&gt;
&lt;br /&gt;
===Asteroid Destruction===&lt;br /&gt;
The asteroid can be destroyed by a [[Space_Fighter|space fighter]], a [[spacecraft]] with weapons, or [[Military_Weapon_System|military weapon system]]s.&lt;br /&gt;
&lt;br /&gt;
Energy weapons are highly recommended, as projectile weapons aren't easily used by the [[crew]].&lt;br /&gt;
&lt;br /&gt;
'''Note:''' It is not recommended to rely on [[Military_Weapon_System|military weapon system]]s to defend against an asteroids, as they will not be able to damage the asteroid enough by the time it gets into range.[http://hazeron.com/mybb/showthread.php?tid=2081&amp;amp;pid=5396#pid5396] At most it can downgrade it from a world destroyer asteroid to multiple extinction level asteroids right before impact.&lt;br /&gt;
&lt;br /&gt;
===Breaking Apart and Smaller Asteroids===&lt;br /&gt;
The asteroid will break apart into smaller asteroid pieces as it is damaged. These smaller asteroids will not be locked onto the homeworld, but will have some of the same trajectory as the original asteroid. in most cases smaller asteroids will simply be pulled in by the gravity of larger celestial objects, such as a [[sun]] or [[Gas_Giant|gas giant]].&lt;br /&gt;
&lt;br /&gt;
===Easy Defense===&lt;br /&gt;
The easiest way to defend against an asteroid is with a spacecraft and [[Energy_Weapon_Bay|energy weapon bay]] technology.&lt;br /&gt;
&lt;br /&gt;
A spacecraft stationed in orbit with an energy weapon bay, system ranged [[sensor]]s and a commanding [[officer]] will be able to take care of an incoming asteroid on its own. The officer will automatically order the crew to attack the asteroid once it is in sensor range.&lt;br /&gt;
&lt;br /&gt;
'''Note:''' An easy way to gather the resources needed by [[Energy_Weapon_Bay|energy weapon bay]] and [[Energy_Weapon_Lens|lens]] is to make small colonies on [[Orbit_Zone|inferno and frigid]] planets of your '''starting''' system. This way you only have to put down an [[Airport_Terminal|airport terminal]] to instantly get any resource from your main city. It makes it easier to colonize and build a decent mining colony.&lt;br /&gt;
Don't be shy about [[Atmosphere|corrosive atmospheres]]. Use [[Pressure_Tent|pressure tents]] to be safe from the corrosive effects.&lt;br /&gt;
&lt;br /&gt;
==References==&lt;br /&gt;
Haxus visited the homeworld of Tamunshin to help with an asteroid, however they were unable to destroy it before the impact. Haxus recorded a video of the impact which can be seen here: http://hazeron.com/Playlists/Scenes%20of%20Hazeron/AsteroidImpact.mp4&lt;br /&gt;
&lt;br /&gt;
Also, this was discussed in this thread on the forums: http://hazeron.com/mybb/showthread.php?tid=2062&lt;br /&gt;
&lt;br /&gt;
[[Category:Science]]&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Stories]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Building_Your_First_Moon_Colony&amp;diff=7407</id>
		<title>Building Your First Moon Colony</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Building_Your_First_Moon_Colony&amp;diff=7407"/>
		<updated>2019-11-15T07:55:56Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: /* Rocket-drive spacecraft */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Establishing your first moon colony can be challenging because there are many new things to learn. The first being transportation and the second being logistics. This topic shows how to build a moon colony with only one rocket trip to the moon.&lt;br /&gt;
&lt;br /&gt;
Once your first moon colony is operational, you will have the materials needed to manufacture real [[spacecraft]]. Spacecraft enable you to carry [[passenger]]s and large amounts of cargo. This makes starting the next city vastly easier, whether it is on a paradise habitable world or the harshest inferno magma ball.&lt;br /&gt;
&lt;br /&gt;
This topic assumes you have built a city on a [[habitable]] world that is manufacturing [[Space_Rocket|space rocket]]s. That city will be called the home city. Read [[Building Your First City]] if you have not built a home city.&lt;br /&gt;
&lt;br /&gt;
==Home City Infrastructure==&lt;br /&gt;
Prepare the home city to support a moon colony. Build the infrastructure that is needed in the home city before you go to the moon.&lt;br /&gt;
&lt;br /&gt;
Build an [[Airport_Terminal|airport terminal]] in the home city. An airport terminal creates a trade connection with all other cities in the [[Solar_System|solar system]] that also have an airport terminal. [[Road]]s and [[wharf]]s similarly create land and sea trade connections between cities. Trade connections allow supplies to flow between the cities that are interconnected.&lt;br /&gt;
&lt;br /&gt;
The moon colony will consume a large amount of [[air]]. [[Water]] can be converted to air by a [[refinery]] at the moon colony to augment the air supply. To prepare for the air demands of the moon colony, manufacture both air and water in the home city.&lt;br /&gt;
&lt;br /&gt;
Build a refinery in the home city. Set the refinery to manufacture air. There are several processes for making air. Select ''Air using Atmosphere'' to collect breathable air directly from the [[atmosphere]]. By the way, this process does not require a breathable atmosphere; it can be used in a harsh atmosphere to extract breathable components.&lt;br /&gt;
&lt;br /&gt;
Build [[well]]s and [[Treatment_Plant|treatment plant]]s to produce water. Water wells can be dug anywhere on the terrain, no specific geological formation is required. Treatment plants can be built on the coast and on land. A treatment plant on land requires a source of [[ice]] to convert to water. Ice is mined where ice is present on the terrain.&lt;br /&gt;
&lt;br /&gt;
The airless environment of the moon will be deadly. Build an [[armorer]]. Add a [[manufacturing]] line to make [[EV_Suit|EV suit]]s and another to make [[EV_Helmet|EV helmet]]s.&lt;br /&gt;
&lt;br /&gt;
The home city now has the infrastructure necessary to support a moon colony.&lt;br /&gt;
&lt;br /&gt;
==Preparing For The Journey==&lt;br /&gt;
Build an [[Aircraft_Factory|aircraft factory]] and start producing [[Space_Rocket|space rocket]]s. Spare space rockets are always good when learning how to fly.&lt;br /&gt;
&lt;br /&gt;
Once a space rocket is ready, the [[Rocket Training]] story should begin and teach you the basics of how to fly a space rocket. If the story does not start, do not fret.&lt;br /&gt;
&lt;br /&gt;
An [[EV_Suit|EV suit]] is essential for surviving harsh environments. If you do not already have one, go to a [[Retail_Store|retail store]] and purchase an EV suit and a helmet. Read [[Trade]] for more information on how to buy things. If you can't afford it, take a [[loan]] at a [[bank]].&lt;br /&gt;
&lt;br /&gt;
The fuel cell on a space rocket lasts 20 minutes. It is refueled using [[hydrogen]] and can be refueled in flight if you have hydrogen in your inventory. Buying an extra can or two of hydrogen can be useful if you plan to fly around in your space rocket for a while.&lt;br /&gt;
&lt;br /&gt;
In order to get some information about your [[Solar_System|solar system]] before your journey, you can build an [[observatory]] and an [[Airport_Radar|airport radar]]. Having both in your [[city]] will generate a [[System_Survey|system survey]], showing all the celestial bodies and their resources in the solar system.&lt;br /&gt;
&lt;br /&gt;
==Blast Off==&lt;br /&gt;
Fly the [[Space_Rocket|space rocket]] out of the planet's atmosphere. If you can't immediately see a [[moon]] in close orbit, it might be best to come to a full stop. Press the &amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt; key to enable the hold mode, it will toggle on the brakes and attempt to keep your space rocket stationary.&lt;br /&gt;
&lt;br /&gt;
Pressing the &amp;lt;code&amp;gt;O&amp;lt;/code&amp;gt; key will toggle on orbit rings of all celestial bodies. If your homeworld have a moon, or if your homeworld is a [[Large_Moon|large moon]] orbiting a [[Gas_Giant|gas giant]] with other moons, their orbits should show as teal rings.&lt;br /&gt;
&lt;br /&gt;
If there are no moons in your local [[Planetary_System|planetary system]], you will have to look for other [[planet]]s and moons in your [[Solar_System|solar system]]. When looking for other planetary systems to check, start with the inner and outer [[Orbit_Zone|orbit zones]] and secondly frigid orbit zones, inferno orbit zones should be a last resort because of the added requirements for colonizing those worlds.&lt;br /&gt;
&lt;br /&gt;
When flying through space in your space rocket, be wary of large gas giants and giant [[sun]]s. The space rocket is affected by gravity and might be pulled in faster than the space rocket can accelerate. Therefore a moon in the same planetary system is normally recommended.&lt;br /&gt;
&lt;br /&gt;
If you have a [[System_Survey|system survey]] you can check it for where there are moons.&lt;br /&gt;
&lt;br /&gt;
==Landing and Scouting==&lt;br /&gt;
Once you have located a [[moon]] or other suitable [[planet]], fly to it. Accelerate at full throttle towards the destination. Once at a good speed, it is usually best to turn off the thrust and simply cruise to your destination. Use the lateral brake &amp;lt;code&amp;gt;Q&amp;lt;/code&amp;gt; to control your heading and and slow down with the forward brake &amp;lt;code&amp;gt;SPACE&amp;lt;/code&amp;gt; when nearing your destination.&lt;br /&gt;
&lt;br /&gt;
Once in orbit over your destination, simple give your space rocket a short burst towards the surface and use the brakes again to glide down. Landing nose up is not required, but mind your speed when you impact with the surface.&lt;br /&gt;
&lt;br /&gt;
Enter the [[Top-Down_View|top-down view]] and look at your surroundings. [[Eludium]] should be present on any world with a very low or no [[atmosphere]] density. You may have to cycle through the top-down view's overlays to find the one that shows common minerals too.&lt;br /&gt;
&lt;br /&gt;
If you are lucky, you might also be able to locate [[Lumenite]]. Lumenite is possible in habitable [[Orbit_Zone|orbit zone]]s, but it is more likely to be present in colder orbit zones.&lt;br /&gt;
&lt;br /&gt;
In the beginning Eludium is the most important, it will allow construction of more advanced space [[vehicle]]s and spaceships. Lumenite is nice to have present on the first moon colony, but it is not necessary. With those more advanced space vehicles and spaceships it will be easier to make more colonies in the future.&lt;br /&gt;
&lt;br /&gt;
[[Ice]] is valuable if you find it. Colder moons will often have ice patches. Ice can be mined and converted to [[water]] and [[air]], enabling a moon colony to become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
You can use your [[Space_Rocket|space rocket]] to scout for more resources or even check over moons and worlds. If your space rocket is low on fuel you can refuel if with [[hydrogen]] from your inventory by pressing the &amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
Look for a good site to build a moon colony.&lt;br /&gt;
&lt;br /&gt;
==Moon Base Alpha==&lt;br /&gt;
Once you have found a suitable site for the moon colony.&lt;br /&gt;
&lt;br /&gt;
Switch to the [[Top-Down_View|top-down view]] and build an [[Airport_Terminal|airport terminal]]. If you build the airport terminal beneath the rocket. You can use the ''City'' (&amp;lt;code&amp;gt;F10&amp;lt;/code&amp;gt;) window to do the work without exiting the rocket.&lt;br /&gt;
&lt;br /&gt;
The airport terminal will automatically create a trade connection with all other airport terminals in the [[Solar_System|solar system]]. This happens even while the airport terminal is under construction, allowing it to fetch construction materials from your home city.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Be sure your [[EV_Suit|EV suit]] is on and your [[EV_Helmet|helmet]] visor is closed before exiting the space rocket.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can now start planning out the rest of your moon colony. Build homes for your future moon colony population, build a power plant to enable the life-support, and start mining the new resources so they can be sent back to your home city.&lt;br /&gt;
&lt;br /&gt;
If you brought a [[passenger]] in your space rocket, you can debark them to join the moon colony. Enter the space rocket and press the ''Debark Passengers'' button [[Comm]] window to unload the passenger.  The space rocket must be landed on the airport terminal. The passenger will leave the space rocket and move into one of the available homes, becoming a [[citizen]] of the new moon colony.&lt;br /&gt;
&lt;br /&gt;
==Growth Tips==&lt;br /&gt;
Unlike a habitable environment, [[citizen]]s in a harsh environment work all the time whether there is power or not.&lt;br /&gt;
&lt;br /&gt;
Add homes to the moon colony by building [[house]]s and [[apartment]]s. Homes are needed for the population to grow.&lt;br /&gt;
&lt;br /&gt;
Build a [[Power_Plant|power plant]]. [[Electricity]] is needed for life support, without it they will suffer from a [[morale]] penalty. Power production is the first priority when delegating jobs in a harsh environment. Citizens will work the power plant before anything else.&lt;br /&gt;
&lt;br /&gt;
Build a [[refinery]]. Set the refinery to make [[air]] from [[water]]. Refinery operation is the second priority when delegating jobs in a harsh environment. Citizens will work the refinery before anything else except power production.&lt;br /&gt;
&lt;br /&gt;
[[Food]] production consumes precious water. Imported food is usually sufficient. Food production is the third priority when delegating jobs in a harsh environment. Food production can help a moon colony to become self sufficient. To produce animal by-products at a [[farm]] in a harsh environment, you must bring an [[animal]] or [[DNA_Sample|DNA Sample]] to the farm.&lt;br /&gt;
&lt;br /&gt;
Remaining jobs are allocated after power plant, refinery, and food production jobs are filled.&lt;br /&gt;
&lt;br /&gt;
==Rocket-drive spacecraft==&lt;br /&gt;
Another method consist of using a dedicated rocket-drive [[Spacecraft|spacecraft]] to go to space. It has some advantages compared to the [[Space Rocket|rocket]] :&lt;br /&gt;
* It's easier to navigate (using [[Navigator Station|navigator station]] and [[Sensor Station|sensors]]).&lt;br /&gt;
* You have a much greater [[Hold|hold]] to keep your [[:Category:Food|food]] and other important supplies (depending of the design).&lt;br /&gt;
* The [[Spacecraft|spacecraft]] has way more fuel in its [[Fuel Cell|fuel cells]] than a [[Space Rocket|rocket]], so you won't need to refill it yourself (depending of the design).&lt;br /&gt;
* It's always cool to have a breathable and walkable space while in airless space / moons.&lt;br /&gt;
* Some spacecraft designs can embark [[Passenger|passengers]], so you can help the population to grow by disembarking them on your moon colony.&lt;br /&gt;
&lt;br /&gt;
But this method has drawbacks too :&lt;br /&gt;
* You'll have to make more dedicated [[Buildings|buildings]] / [[Patent|patent researches]], like a [[Spacecraft Factory]] to produce your ship, an [[Airport Repair Shop]] to research then produce the [[:Category:Spacecraft Modules|spacecraft modules]] and a [[Refinery]] to produce [[Hydrogen]]...&lt;br /&gt;
* [[Spacecraft|Spacecrafts]] use [[Hydrogen]] instead of [[Gasoline]].&lt;br /&gt;
* It's not easy to choose a [[Spacecraft|spacecraft]] design when you don't understand all the values given in their description.&lt;br /&gt;
* Using a [[Spacecraft|spacecraft]] doesn't offer any real advantage now that [[Airport|Airports]] can fetch materials while still under construction, beside being easier to move than a rocket. Before, you had to take enough materials to build an [[Airport]] and it would have been really useful.&lt;br /&gt;
&lt;br /&gt;
This kind of [[Spacecraft|spacecraft]] use the least possible high-end [[:Category:Spacecraft Modules|spacecraft modules]] (such as [[FTL Drive]] and [[Transporter]]). This allow you to build them quickly, with few materials, and few patents. Their name often include &amp;quot;beginner&amp;quot;, &amp;quot;starter&amp;quot; or &amp;quot;Rocket&amp;quot;. In the design informations, check on the '''ENGINEERING''' section, under '''[...]m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Maneuver Drive''' you should read : '''Rocket Drive Module Q[...]'''. Check on the '''AVIONICS''' section, under '''[...]m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Life Support''' you should read that it's '''Life Support Module Q[...]''' and NOT '''Life Support ''Gravity'' Module Q[...]'''. Finally check at the end of the informations, and look at the materials : you should have all the materials required.&lt;br /&gt;
&lt;br /&gt;
These are some examples of viable starter [http://www.hazeron.com/EmpireStandings2015/Exchange.html spacecraft designs] :&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d3682302.html Basic Shuttle] by Greatwing&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d3718218.html Pelican Rocket Spaceship] by Daffy&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d3807201.html Rocket] by Haxus&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d2572105.html Shuttle Mark 01] by tackeart&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d3096304.html Warbler Rocketcraft] by Henri&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d3375008.html UT-47 &amp;quot;Kodiak&amp;quot; Rocketcraft] by Neils Iyssada&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Building_Your_First_Moon_Colony&amp;diff=7402</id>
		<title>Building Your First Moon Colony</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Building_Your_First_Moon_Colony&amp;diff=7402"/>
		<updated>2019-11-07T11:33:40Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: Added Rocket-drive spacecraft section&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Establishing your first moon colony can be challenging because there are many new things to learn. The first being transportation and the second being logistics. This topic shows how to build a moon colony with only one rocket trip to the moon.&lt;br /&gt;
&lt;br /&gt;
Once your first moon colony is operational, you will have the materials needed to manufacture real [[spacecraft]]. Spacecraft enable you to carry [[passenger]]s and large amounts of cargo. This makes starting the next city vastly easier, whether it is on a paradise habitable world or the harshest inferno magma ball.&lt;br /&gt;
&lt;br /&gt;
This topic assumes you have built a city on a [[habitable]] world that is manufacturing [[Space_Rocket|space rocket]]s. That city will be called the home city. Read [[Building Your First City]] if you have not built a home city.&lt;br /&gt;
&lt;br /&gt;
==Home City Infrastructure==&lt;br /&gt;
Prepare the home city to support a moon colony. Build the infrastructure that is needed in the home city before you go to the moon.&lt;br /&gt;
&lt;br /&gt;
Build an [[Airport_Terminal|airport terminal]] in the home city. An airport terminal creates a trade connection with all other cities in the [[Solar_System|solar system]] that also have an airport terminal. [[Road]]s and [[wharf]]s similarly create land and sea trade connections between cities. Trade connections allow supplies to flow between the cities that are interconnected.&lt;br /&gt;
&lt;br /&gt;
The moon colony will consume a large amount of [[air]]. [[Water]] can be converted to air by a [[refinery]] at the moon colony to augment the air supply. To prepare for the air demands of the moon colony, manufacture both air and water in the home city.&lt;br /&gt;
&lt;br /&gt;
Build a refinery in the home city. Set the refinery to manufacture air. There are several processes for making air. Select ''Air using Atmosphere'' to collect breathable air directly from the [[atmosphere]]. By the way, this process does not require a breathable atmosphere; it can be used in a harsh atmosphere to extract breathable components.&lt;br /&gt;
&lt;br /&gt;
Build [[well]]s and [[Treatment_Plant|treatment plant]]s to produce water. Water wells can be dug anywhere on the terrain, no specific geological formation is required. Treatment plants can be built on the coast and on land. A treatment plant on land requires a source of [[ice]] to convert to water. Ice is mined where ice is present on the terrain.&lt;br /&gt;
&lt;br /&gt;
The airless environment of the moon will be deadly. Build an [[armorer]]. Add a [[manufacturing]] line to make [[EV_Suit|EV suit]]s and another to make [[EV_Helmet|EV helmet]]s.&lt;br /&gt;
&lt;br /&gt;
The home city now has the infrastructure necessary to support a moon colony.&lt;br /&gt;
&lt;br /&gt;
==Preparing For The Journey==&lt;br /&gt;
Build an [[Aircraft_Factory|aircraft factory]] and start producing [[Space_Rocket|space rocket]]s. Spare space rockets are always good when learning how to fly.&lt;br /&gt;
&lt;br /&gt;
Once a space rocket is ready, the [[Rocket Training]] story should begin and teach you the basics of how to fly a space rocket. If the story does not start, do not fret.&lt;br /&gt;
&lt;br /&gt;
An [[EV_Suit|EV suit]] is essential for surviving harsh environments. If you do not already have one, go to a [[Retail_Store|retail store]] and purchase an EV suit and a helmet. Read [[Trade]] for more information on how to buy things. If you can't afford it, take a [[loan]] at a [[bank]].&lt;br /&gt;
&lt;br /&gt;
The fuel cell on a space rocket lasts 20 minutes. It is refueled using [[hydrogen]] and can be refueled in flight if you have hydrogen in your inventory. Buying an extra can or two of hydrogen can be useful if you plan to fly around in your space rocket for a while.&lt;br /&gt;
&lt;br /&gt;
In order to get some information about your [[Solar_System|solar system]] before your journey, you can build an [[observatory]] and an [[Airport_Radar|airport radar]]. Having both in your [[city]] will generate a [[System_Survey|system survey]], showing all the celestial bodies and their resources in the solar system.&lt;br /&gt;
&lt;br /&gt;
==Blast Off==&lt;br /&gt;
Fly the [[Space_Rocket|space rocket]] out of the planet's atmosphere. If you can't immediately see a [[moon]] in close orbit, it might be best to come to a full stop. Press the &amp;lt;code&amp;gt;H&amp;lt;/code&amp;gt; key to enable the hold mode, it will toggle on the brakes and attempt to keep your space rocket stationary.&lt;br /&gt;
&lt;br /&gt;
Pressing the &amp;lt;code&amp;gt;O&amp;lt;/code&amp;gt; key will toggle on orbit rings of all celestial bodies. If your homeworld have a moon, or if your homeworld is a [[Large_Moon|large moon]] orbiting a [[Gas_Giant|gas giant]] with other moons, their orbits should show as teal rings.&lt;br /&gt;
&lt;br /&gt;
If there are no moons in your local [[Planetary_System|planetary system]], you will have to look for other [[planet]]s and moons in your [[Solar_System|solar system]]. When looking for other planetary systems to check, start with the inner and outer [[Orbit_Zone|orbit zones]] and secondly frigid orbit zones, inferno orbit zones should be a last resort because of the added requirements for colonizing those worlds.&lt;br /&gt;
&lt;br /&gt;
When flying through space in your space rocket, be wary of large gas giants and giant [[sun]]s. The space rocket is affected by gravity and might be pulled in faster than the space rocket can accelerate. Therefore a moon in the same planetary system is normally recommended.&lt;br /&gt;
&lt;br /&gt;
If you have a [[System_Survey|system survey]] you can check it for where there are moons.&lt;br /&gt;
&lt;br /&gt;
==Landing and Scouting==&lt;br /&gt;
Once you have located a [[moon]] or other suitable [[planet]], fly to it. Accelerate at full throttle towards the destination. Once at a good speed, it is usually best to turn off the thrust and simply cruise to your destination. Use the lateral brake &amp;lt;code&amp;gt;Q&amp;lt;/code&amp;gt; to control your heading and and slow down with the forward brake &amp;lt;code&amp;gt;SPACE&amp;lt;/code&amp;gt; when nearing your destination.&lt;br /&gt;
&lt;br /&gt;
Once in orbit over your destination, simple give your space rocket a short burst towards the surface and use the brakes again to glide down. Landing nose up is not required, but mind your speed when you impact with the surface.&lt;br /&gt;
&lt;br /&gt;
Enter the [[Top-Down_View|top-down view]] and look at your surroundings. [[Eludium]] should be present on any world with a very low or no [[atmosphere]] density. You may have to cycle through the top-down view's overlays to find the one that shows common minerals too.&lt;br /&gt;
&lt;br /&gt;
If you are lucky, you might also be able to locate [[Lumenite]]. Lumenite is possible in habitable [[Orbit_Zone|orbit zone]]s, but it is more likely to be present in colder orbit zones.&lt;br /&gt;
&lt;br /&gt;
In the beginning Eludium is the most important, it will allow construction of more advanced space [[vehicle]]s and spaceships. Lumenite is nice to have present on the first moon colony, but it is not necessary. With those more advanced space vehicles and spaceships it will be easier to make more colonies in the future.&lt;br /&gt;
&lt;br /&gt;
[[Ice]] is valuable if you find it. Colder moons will often have ice patches. Ice can be mined and converted to [[water]] and [[air]], enabling a moon colony to become self-sufficient.&lt;br /&gt;
&lt;br /&gt;
You can use your [[Space_Rocket|space rocket]] to scout for more resources or even check over moons and worlds. If your space rocket is low on fuel you can refuel if with [[hydrogen]] from your inventory by pressing the &amp;lt;code&amp;gt;K&amp;lt;/code&amp;gt; key.&lt;br /&gt;
&lt;br /&gt;
Look for a good site to build a moon colony.&lt;br /&gt;
&lt;br /&gt;
==Moon Base Alpha==&lt;br /&gt;
Once you have found a suitable site for the moon colony.&lt;br /&gt;
&lt;br /&gt;
Switch to the [[Top-Down_View|top-down view]] and build an [[Airport_Terminal|airport terminal]]. If you build the airport terminal beneath the rocket. You can use the ''City'' (&amp;lt;code&amp;gt;F10&amp;lt;/code&amp;gt;) window to do the work without exiting the rocket.&lt;br /&gt;
&lt;br /&gt;
The airport terminal will automatically create a trade connection with all other airport terminals in the [[Solar_System|solar system]]. This happens even while the airport terminal is under construction, allowing it to fetch construction materials from your home city.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Be sure your [[EV_Suit|EV suit]] is on and your [[EV_Helmet|helmet]] visor is closed before exiting the space rocket.&amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
You can now start planning out the rest of your moon colony. Build homes for your future moon colony population, build a power plant to enable the life-support, and start mining the new resources so they can be sent back to your home city.&lt;br /&gt;
&lt;br /&gt;
If you brought a [[passenger]] in your space rocket, you can debark them to join the moon colony. Enter the space rocket and press the ''Debark Passengers'' button [[Comm]] window to unload the passenger.  The space rocket must be landed on the airport terminal. The passenger will leave the space rocket and move into one of the available homes, becoming a [[citizen]] of the new moon colony.&lt;br /&gt;
&lt;br /&gt;
==Growth Tips==&lt;br /&gt;
Unlike a habitable environment, [[citizen]]s in a harsh environment work all the time whether there is power or not.&lt;br /&gt;
&lt;br /&gt;
Add homes to the moon colony by building [[house]]s and [[apartment]]s. Homes are needed for the population to grow.&lt;br /&gt;
&lt;br /&gt;
Build a [[Power_Plant|power plant]]. [[Electricity]] is needed for life support, without it they will suffer from a [[morale]] penalty. Power production is the first priority when delegating jobs in a harsh environment. Citizens will work the power plant before anything else.&lt;br /&gt;
&lt;br /&gt;
Build a [[refinery]]. Set the refinery to make [[air]] from [[water]]. Refinery operation is the second priority when delegating jobs in a harsh environment. Citizens will work the refinery before anything else except power production.&lt;br /&gt;
&lt;br /&gt;
[[Food]] production consumes precious water. Imported food is usually sufficient. Food production is the third priority when delegating jobs in a harsh environment. Food production can help a moon colony to become self sufficient. To produce animal by-products at a [[farm]] in a harsh environment, you must bring an [[animal]] or [[DNA_Sample|DNA Sample]] to the farm.&lt;br /&gt;
&lt;br /&gt;
Remaining jobs are allocated after power plant, refinery, and food production jobs are filled.&lt;br /&gt;
&lt;br /&gt;
==Rocket-drive spacecraft==&lt;br /&gt;
Another method consist of using a dedicated rocket-drive [[Spacecraft|spacecraft]] to go to space. It has some advantages compared to the [[Space Rocket|rocket]] :&lt;br /&gt;
* It's easier to navigate (using [[Navigator Station|navigator station]] and [[Sensor Station|sensors]]).&lt;br /&gt;
* You have a much greater [[Hold|hold]] to keep your [[:Category:Food|food]] and other important supplies (depending of the design).&lt;br /&gt;
* The [[Spacecraft|spacecraft]] has way more fuel in its [[Fuel Cell|fuel cells]] than a [[Space Rocket|rocket]], so you won't need to refill it yourself (depending of the design).&lt;br /&gt;
* It's always cool to have a breathable and walkable space while in airless space / moons.&lt;br /&gt;
* Some spacecraft designs can embark [[Passenger|passengers]], so you can help the population to grow by disembarking them on your moon colony.&lt;br /&gt;
&lt;br /&gt;
But this method has drawbacks too :&lt;br /&gt;
* You'll have to make more dedicated [[Buildings|buildings]] / [[Patent|patent researches]], like a [[Spacecraft Factory]] to produce your ship, an [[Airport Repair Shop]] to research then produce the [[:Category:Spacecraft Modules|spacecraft modules]] and a [[Refinery]] to produce [[Hydrogen]]...&lt;br /&gt;
* [[Spacecraft|Spacecrafts]] use [[Hydrogen]] instead of [[Gasoline]].&lt;br /&gt;
* It's not easy to choose a [[Spacecraft|spacecraft]] design when you don't understand all the values given in their description.&lt;br /&gt;
* Using a [[Spacecraft|spacecraft]] doesn't offer any real advantage now that [[Airport|Airports]] can fetch materials while still under construction. Before, you had to take enough materials to build an [[Airport]] and it would have been really useful.&lt;br /&gt;
&lt;br /&gt;
This kind of [[Spacecraft|spacecraft]] use the least possible high-end [[:Category:Spacecraft Modules|spacecraft modules]] (such as [[FTL Drive]] and [[Transporter]]). This allow you to build them quickly, with few materials, and few patents. Their name often include &amp;quot;beginner&amp;quot;, &amp;quot;starter&amp;quot; or &amp;quot;Rocket&amp;quot;. In the design informations, check on the '''ENGINEERING''' section under '''[...]m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Maneuver Drive''' : you should read '''Rocket Drive Module Q[...]'''. Check on the '''AVIONICS''' section under '''[...]m&amp;lt;sup&amp;gt;3&amp;lt;/sup&amp;gt; Life Support''' that it's '''Life Support Module Q[...]''' and '''NOT Life Support ''Gravity'' Module Q[...]'''. Finally check at the end of the informations, and look at the materials : you should have all the materials required.&lt;br /&gt;
&lt;br /&gt;
These are some examples of viable starter [http://www.hazeron.com/EmpireStandings2015/Exchange.html spacecraft designs] :&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d3682302.html Basic Shuttle] by Greatwing&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d3718218.html Pelican Rocket Spaceship] by Daffy&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d3807201.html Rocket] by Haxus&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d2572105.html Shuttle Mark 01] by tackeart&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d3096304.html Warbler Rocketcraft] by Henri&lt;br /&gt;
* [http://www.hazeron.com/EmpireStandings2015/d3375008.html UT-47 &amp;quot;Kodiak&amp;quot; Rocketcraft] by Neils Iyssada&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Category:Spacecraft&amp;diff=7102</id>
		<title>Category:Spacecraft</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Category:Spacecraft&amp;diff=7102"/>
		<updated>2019-07-25T14:12:32Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: In need of revision.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Revision|Need to be reorganized to better fit the [[Spacecraft Update]] changes. Rooms aren't used anymore, modules subcategory need to show the manufactured modules pages only. Maybe adding a misc sub to put berth page and other non-system things.}}&lt;br /&gt;
&lt;br /&gt;
[[Spacecraft]] are a central feature of ''Shores of Hazeron''. The term ''spacecraft'' generally includes all space ships and space stations that are designed using the in-game ship designer.&lt;br /&gt;
&lt;br /&gt;
Space fighters and [[Space_Rocket|space rocket]]s are considered to be [[:Category:Vehicles|vehicles]].&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Fuel_Cell&amp;diff=7100</id>
		<title>Fuel Cell</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Fuel_Cell&amp;diff=7100"/>
		<updated>2019-07-25T08:06:54Z</updated>

		<summary type="html">&lt;p&gt;Neils Iyssada: Updated the description - Added a description of old fuel cell room - Moved the page from 'Spacecraft Rooms' to 'Spacecraft Systems'&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Stores fuel for the [[Power Plant|power plant]]. The fuel capacity is defined by the amount of volume allocated to it via the '''Design Property''' window.&lt;br /&gt;
&lt;br /&gt;
===A long time ago... (Before the [[Spacecraft Update]])===&lt;br /&gt;
It used to be a room. Didn't needed to be contiguous, and access to this room wasn't only unneeded, but impossible. This was the only room in which the  game engine actually prevented you from placing a door or opening of any sort to.&lt;br /&gt;
&lt;br /&gt;
[[Category:Spacecraft_Systems]]&lt;/div&gt;</summary>
		<author><name>Neils Iyssada</name></author>
	</entry>
</feed>