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		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=49964</id>
		<title>Ulite: Production</title>
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		<updated>2015-12-08T14:03:59Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */ Filled in Automated Factories notes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
Note: Requires and Enables columns are Requirements for Research, not Production.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| Generates 5 production and increases the production each worker generates by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may be slightly less than maximum cost.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=49963</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=49963"/>
		<updated>2015-12-08T14:00:57Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
Note: Requires and Enables columns are Requirements for Research, not Production.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may be slightly less than maximum cost.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=49962</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=49962"/>
		<updated>2015-12-08T14:00:17Z</updated>

		<summary type="html">&lt;p&gt;Psylem: Updated with most of the tech-tree completed (perhaps missing some hidden base constructions)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
Note: Requires and Enables columns are Requirements for Research, not Production.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| &amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;Buy&amp;amp;nbsp;cost*&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&amp;amp;nbsp;&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
30.789t Air Processors&lt;br /&gt;
| Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6.093t Live Animals**&lt;br /&gt;
| Increases the maximum population of terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
163t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Entertainment Center&lt;br /&gt;
| Computers&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| It increases morale by +30% and is cumulative with holo simulator.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Missile Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
237t Battle Weapons&lt;br /&gt;
| Contains 300 tons of your best missiles, with unlimited ammo.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
217t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Armor Barracks&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
297t Battle Weapons&lt;br /&gt;
| Creates 2 tank battalions, +1/10days (max of half current pop). Eliminates the morale penalty.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Ground Interceptors&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 2&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
396t Battle Weapons&lt;br /&gt;
| 300 tons of heavy mount and point defense versions of the best available beam weapons.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battledroids&lt;br /&gt;
| Construction&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Creates 1 Mech, +1/20days (max of half current pop).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Increase production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Deep Mine&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Robotic Constructors&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
379t Robots&lt;br /&gt;
| Generates 15 production and increases the productivity of each worker by +3.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Eleminator&lt;br /&gt;
| Construction&lt;br /&gt;
| 1750&lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 8&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Planetary pollution is completely eliminated.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Fortress&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| Battle Station&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 4&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
2.974t Battle Weapons&lt;br /&gt;
| +6 Lj scan range bonus and adds +20% to both the offense/defense of all ships in combat around it. Permits ships up to 10.000t. Replaces battlestations and star bases. Capacity of cloaked hangar at hidden stations is increased to 6.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals**&lt;br /&gt;
| Converts an asteroid belt into an artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Enhanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Shield&lt;br /&gt;
| Advanced Planetary Shield&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
78t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 20%. Replaces the planetary shield.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 7500&lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| &lt;br /&gt;
| 700&lt;br /&gt;
| 5&lt;br /&gt;
| 3.276.000,0 Cr&lt;br /&gt;
273t Gem Stones&lt;br /&gt;
| Radiated climates become Barren. Reduces damage against a planet by 50%. Additional defences against attacks. Replaces other planetary shields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Military Scanner&lt;br /&gt;
| Physics&lt;br /&gt;
| 450&lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| Sensors&lt;br /&gt;
| 500&lt;br /&gt;
| 5&lt;br /&gt;
| 2.340.000,0 Cr&lt;br /&gt;
1.360t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 8 Ljs. Ships in transit can be detected in range of 4 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gravity Stabilizer&lt;br /&gt;
| Physics&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 2&lt;br /&gt;
| 561.600,0 Cr&lt;br /&gt;
326t Computers&lt;br /&gt;
| Gravity generators eliminate the negative effects of low and high gravity fields.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Sensors&lt;br /&gt;
| Physics&lt;br /&gt;
| 3000&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| &lt;br /&gt;
| 3000&lt;br /&gt;
| 8&lt;br /&gt;
| 14.040.000,0 Cr&lt;br /&gt;
8.162t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 10 Ljs. Ships in transit can be detected in range of 5 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Food Replicators&lt;br /&gt;
| Power&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 10&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
12.315t Sythetic Meat&lt;br /&gt;
| Allows you to convert 2 units of production (energy) into 1 unit of food, as needed by the colony.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class I&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
6.882t Heavy Plastics&lt;br /&gt;
| Enables to store additional 100 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class II&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 1750&lt;br /&gt;
| Warehouse Class I&lt;br /&gt;
| Warehouse Class III&lt;br /&gt;
| 400&lt;br /&gt;
| 6&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
13.764t Heavy Plastics&lt;br /&gt;
| Enables to store additional 300 000 tons of cargo into the station.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Warehouse Class III&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 3750&lt;br /&gt;
| Warehouse Class II&lt;br /&gt;
| &lt;br /&gt;
| 1500&lt;br /&gt;
| 9&lt;br /&gt;
| 7.020.000,0 Cr&lt;br /&gt;
51.617t Heavy Plastics&lt;br /&gt;
| Enables to store additional 1M tons of cargo into the station.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt; These values are in need of verification, these may maximum cost.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=49784</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=49784"/>
		<updated>2015-11-08T07:35:21Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */ Planetary Trading Centre is costing me 103t of Precious Metals, even on Gravity 1 world (perhaps gravity is not a factor?)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
Note: Requires and Enables columns are Requirements for Research, not Production.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr	&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| Buy Costs: 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| An underground cavern system of automated farms. Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| Buy Costs: 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Modifies a planet's weather patterns to create a more stable farming environment. Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6093t Live Animals (min)&lt;br /&gt;
| Creates an environment suited to both plant and animal growth by introducing genetically-engineered microorganisms into the world. Can only be applied to terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 22.891.600,0 Cr&lt;br /&gt;
30120t Air Processors&lt;br /&gt;
| This supports a quite desolate environment becoming a bit hospitable. Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 512.400,0 Cr&lt;br /&gt;
297t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Allows scrap material reuse, reducing construction costs. Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Builds mechanical workers that add production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals&lt;br /&gt;
| A colony that has an asteroid belt within its star system can create a complete artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Reduces solar and cosmic bombardment so lifeforms can comfortably move about the surface. Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
103t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 739.200,0 Cr&lt;br /&gt;
429t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested on a gravity 0.5 world (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=47821</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=47821"/>
		<updated>2015-06-10T11:59:18Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */ Added min cost for Gaia Trans (1.0 Grav)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6.157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9.551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr	&lt;br /&gt;
2.884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| Buy Costs: 702.000,0 Cr&lt;br /&gt;
11.938t Fertilizer&lt;br /&gt;
| An underground cavern system of automated farms. Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Weather Facility&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| Buy Costs: 936.000,0 Cr&lt;br /&gt;
1.231t Air Processors&lt;br /&gt;
| Modifies a planet's weather patterns to create a more stable farming environment. Food production is increased by +2 per farmer.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.400.000,0 Cr&lt;br /&gt;
6093t Live Animals (min)&lt;br /&gt;
| Creates an environment suited to both plant and animal growth by introducing genetically-engineered microorganisms into the world. Can only be applied to terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 22.891.600,0 Cr&lt;br /&gt;
30120t Air Processors&lt;br /&gt;
| This supports a quite desolate environment becoming a bit hospitable. Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 512.400,0 Cr&lt;br /&gt;
297t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23.520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2.946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Reprocessing Facility&lt;br /&gt;
| Construction&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Allows scrap material reuse, reducing construction costs. Every unit of population generates +1 production. This increase does not count toward planetary pollution level.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robot Plant&lt;br /&gt;
| Construction&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
303t Robots&lt;br /&gt;
| Builds mechanical workers that add production dependent on a colony's mineral resources 5, 10, or 20.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Artificial Planet Construction&lt;br /&gt;
| Construction&lt;br /&gt;
| 3000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| 23.186.800,0 Cr &lt;br /&gt;
828.100t Minerals&lt;br /&gt;
| A colony that has an asteroid belt within its star system can create a complete artificial planet capable of supporting life.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Shield&lt;br /&gt;
| Force Fields&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| Enhanced Planetary Shield&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
31t Gem Stones &lt;br /&gt;
| Reduces solar and cosmic bombardment so lifeforms can comfortably move about the surface. Radiated climates become Barren. Reduces damage against a planet by 10%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
102t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 739.200,0 Cr&lt;br /&gt;
429t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested on a gravity 0.5 world (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39231</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39231"/>
		<updated>2014-03-22T14:59:50Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr	&lt;br /&gt;
2884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Creates an environment suited to both plant and animal growth by introducing genetically-engineered microorganisms into the world. Can only be applied to terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| This supports a quite desolate environment becoming a bit hospitable. Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| Buy Costs: 702.000,0 Cr&lt;br /&gt;
11938t Fertilizer&lt;br /&gt;
| An underground cavern system of automated farms. Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
102t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 739.200,0 Cr&lt;br /&gt;
429t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 512.400,0 Cr&lt;br /&gt;
297t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested on a gravity 0.5 world (maximum cost). Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39222</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39222"/>
		<updated>2014-03-17T13:13:01Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr	&lt;br /&gt;
2884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Creates an environment suited to both plant and animal growth by introducing genetically-engineered microorganisms into the world. Can only be applied to terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| This supports a quite desolate environment becoming a bit hospitable. Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| Buy Costs: 702.000,0 Cr&lt;br /&gt;
11938t Fertilizer&lt;br /&gt;
| An underground cavern system of automated farms. Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
102t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 739.200,0 Cr&lt;br /&gt;
429t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 512.400,0 Cr&lt;br /&gt;
297t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class I&lt;br /&gt;
| Physics&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Scanner Class II&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
272t Computers &lt;br /&gt;
| Detects enemy ships. Base detection range is 4 Lj. Ships in transit can be detected in range of 2 Lj.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Scanner Class II&lt;br /&gt;
| Physics&lt;br /&gt;
| 125&lt;br /&gt;
| Scanner Class I&lt;br /&gt;
| Military Scanner&lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0 Cr&lt;br /&gt;
680t Computers&lt;br /&gt;
| Detects enemy ships. Has a base detection range of 6 Ljs. Ships in transit can be detected in range of 3 Ljs.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested on a gravity 1.0 world. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39221</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39221"/>
		<updated>2014-03-17T13:04:29Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr	&lt;br /&gt;
2884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Creates an environment suited to both plant and animal growth by introducing genetically-engineered microorganisms into the world. Can only be applied to terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| This supports a quite desolate environment becoming a bit hospitable. Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| Buy Costs: 702.000,0 Cr&lt;br /&gt;
11938t Fertilizer&lt;br /&gt;
| An underground cavern system of automated farms. Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
227t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
102t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 739.200,0 Cr&lt;br /&gt;
429t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 512.400,0 Cr&lt;br /&gt;
297t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Virtual High-Power Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 2250&lt;br /&gt;
| Planetary Net&lt;br /&gt;
| &lt;br /&gt;
| 250&lt;br /&gt;
| 3&lt;br /&gt;
| 1.170.000,0&lt;br /&gt;
Cr, 680t Computers&lt;br /&gt;
| Generates 15 research points and each scientist generates +3 research each.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested on a gravity 1.0 world. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39208</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39208"/>
		<updated>2014-03-11T14:03:09Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr	&lt;br /&gt;
2884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra; deserts become arid, tundras become swamp; oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Gaia Transformation&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Terraforming&lt;br /&gt;
| Advanced Terraforming&lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Creates an environment suited to both plant and animal growth by introducing genetically-engineered microorganisms into the world. Can only be applied to terran environments.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| This supports a quite desolate environment becoming a bit hospitable. Dead, toxic and inferno planets become barren.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| Buy Costs: 702.000,0 Cr&lt;br /&gt;
11938t Fertilizer&lt;br /&gt;
| An underground cavern system of automated farms. Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 669.200,0 Cr&lt;br /&gt;
217t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
102t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 739.200,0 Cr&lt;br /&gt;
429t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 512.400,0 Cr&lt;br /&gt;
297t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Processor&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 575&lt;br /&gt;
| Pollution Facility&lt;br /&gt;
| Pollution Eliminator&lt;br /&gt;
| 150&lt;br /&gt;
| 3&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
923t Air Processors&lt;br /&gt;
| The amount of production is quartered before calculating pollution (cumulative).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested on a gravity 1.0 world. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39200</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39200"/>
		<updated>2014-03-08T06:51:40Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| 2.192.400,0 Cr&lt;br /&gt;
2884t Air Processors&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Underground Agriculture&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| &lt;br /&gt;
| 150&lt;br /&gt;
| 4&lt;br /&gt;
| Buy Costs: 702.000,0 Cr&lt;br /&gt;
11938t Fertilizer&lt;br /&gt;
| An underground cavern system of automated farms. Increases the food output of a planet by +4.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 669.200,0 Cr&lt;br /&gt;
217t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
102t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Uliversity&lt;br /&gt;
| Sociology&lt;br /&gt;
| 1000&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 4&lt;br /&gt;
| 739.200,0 Cr&lt;br /&gt;
429t Computers&lt;br /&gt;
| Using the most advanced teaching methods available, the efficiency of farmers, workers, and scientists is increased. Each receives a +1 bonus.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 512.400,0 Cr&lt;br /&gt;
297t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Labors&lt;br /&gt;
| Computers&lt;br /&gt;
| 1375&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 3&lt;br /&gt;
| 936.000,0 Cr&lt;br /&gt;
544t Computers&lt;br /&gt;
| A completely automated research facility. Generates 30 research points.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Pollution Facility&lt;br /&gt;
| Chemistry&lt;br /&gt;
| 325&lt;br /&gt;
| &lt;br /&gt;
| Pollution Processor&lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 374.400,0 Cr&lt;br /&gt;
492t Air Processors&lt;br /&gt;
| Uses advanced chemicals to process factory waste. Only half of the actual production of the planet used to calculate pollution.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested on a gravity 1.0 world. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39134</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39134"/>
		<updated>2014-02-16T15:12:26Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Ship Designs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
102t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 512.400,0 Cr&lt;br /&gt;
297t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 669.200,0 Cr&lt;br /&gt;
217t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested on a gravity 1.0 world. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be about 5-6 times the market vaule.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39123</id>
		<title>Ulite: Transporting goods to your station</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39123"/>
		<updated>2014-02-12T14:16:24Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Option 2. Use of Fleets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Most modules - especially when you're building one of the higher levels - require a vast quantity of raw materials to build. The obvious solution to getting the materials there is to buy a gigantic ship, say, an Imperial Heavy Cruiser. However, this has some drawbacks:&lt;br /&gt;
&lt;br /&gt;
* Unless you've been playing for years, you probably don't have the Manoeuvring and Navigation skill to captain such a ship.&lt;br /&gt;
* You might not be able to afford such a giant ship, and to kit it out.&lt;br /&gt;
&lt;br /&gt;
The first point is probably the biggest stumbling block, especially if your alliance has some money and is helping you out finance-wise. As you've already found out - money is really only a small part of the battle when buying a large ship.&lt;br /&gt;
&lt;br /&gt;
== Option 1. Recruit help from your alliance ==&lt;br /&gt;
&lt;br /&gt;
Assuming the rest of your alliance isn't busy building their own stations, you might be able to get help from alliance members. Make sure you have enough space at your station to deposit raw materials - a warehouse is very useful to have, as well as making sure you build an adequate basement. Make sure your Police Control is set up to allow alliance members to deposit goods (and of course, your police control grants them permission to dock in the first place).&lt;br /&gt;
&lt;br /&gt;
== Option 2. Use of Fleets ==&lt;br /&gt;
&lt;br /&gt;
[[Ulite:_Constructing_fleet_ships|Fleets]] (other ships you own, but don't captain) can not only be used to trade independently of your ship, but they can also join your ship in a convoy. There are a number of advantages to building some fleet ships. Most basically you can simply set them to ferry goods to your station from nearby surrounding stations (if the distance is only 1 jump away - fleets can not directly use auto pilot). Then go off to do your own thing. If you need to collect scarce commodities from long distances and have access to wrap technology, a small fast ship with a military drive in a convoy with a larger wrap drive ship can be used to explore, collect and feed goods back to the mother ship as it charges in preparation for the trip home.&lt;br /&gt;
&lt;br /&gt;
Another possible benefit, if you can find large ships for sale and then both the cash and enough leaders to pilot them, you can actually add ships larger than you could normally safely pilot to a convoy with your ship. This offers the following advantages:&lt;br /&gt;
* Strength in numbers - when attacked, all the ships in your convoy will defend.&lt;br /&gt;
* Convoy members don't need a hyperdrive/wrap drive - they can have a tiny little Interplanetary Drive, '''so long as your ship uses a wrap drive'''. This frees up lots of space for cargo.&lt;br /&gt;
* The crew on a ship that's in your convoy needn't be particularly highly skilled, since they will have the protection of your ship.&lt;br /&gt;
* Since non-player ships attack the best equipped ship first (i.e. yours!), convoy ships don't need much in the way of defensive equipment (unless of course you go looking for trouble with other players). This frees up even more space for cargo.&lt;br /&gt;
&lt;br /&gt;
For example, if your ship is a 7200 tonne Lynx Bulk Carrier&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;, you'll probably find that after equipment, you've around 4500 tonnes to spare. Add a Panther Clipper as a Fleet, and have it join a convoy with you, and most of the Clipper's 2000 tonnes of space is free for you to use - an Interplanetary drive and a small amount of weaponry and shields (just for insurance) won't take up much room - you'll probably gain at least another 1700t in capacity. The important point is that the next bigger ship after a Lynx Bulk Carrier requires you have a higher manoeuvring skill - or you'll heavily damage the ship on each landing - but adding a Clipper to your convoy will add capacity but without demanding any higher skill level.&lt;br /&gt;
&lt;br /&gt;
The biggest problem with larger fleets is finding a crew with sufficient leadership skill. Leadership is likely to be the only skill you're going to find wanting - however, visit a few Class 7 or Class 8 population systems, and you can probably find enough crew members with a higher Leadership skill rating to provide a captain and senior crew&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;. Don't forget you can hire crew members you don't need in advance of buying another ship to add to your raw materials convoy - so hire in advance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''' This is a historical example from Ulite V3. Seems very unlikely that anyone who's been around long enough to find a Lynx Bulk Carrier would be reading this page - perhaps they were easier to find in previous versions.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;''' This also seems not to be the case in V4. Unless another player has sacked skilled crew at the station, you only very occasionally find crew with 3 or more. It's such a rare occurrence to find a level 4 or 5 leader that much of the skill levels required for active crew members to fly class 8 ships will have to come about through combat or training. A Stalker for example has lowest class 8 Leadership requirements of 25, divide that by the 6 active crew and you'd need to find 6 crew with Leadership 4+ in bars. A far quicker technique would be to maintain a highly skilled active crew such that you have one or two slots that may be used to train up rookies that you can rotate out of those slots once they reach level 4+.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39122</id>
		<title>Ulite: Transporting goods to your station</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39122"/>
		<updated>2014-02-12T14:06:08Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Option 2. Use of Fleets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Most modules - especially when you're building one of the higher levels - require a vast quantity of raw materials to build. The obvious solution to getting the materials there is to buy a gigantic ship, say, an Imperial Heavy Cruiser. However, this has some drawbacks:&lt;br /&gt;
&lt;br /&gt;
* Unless you've been playing for years, you probably don't have the Manoeuvring and Navigation skill to captain such a ship.&lt;br /&gt;
* You might not be able to afford such a giant ship, and to kit it out.&lt;br /&gt;
&lt;br /&gt;
The first point is probably the biggest stumbling block, especially if your alliance has some money and is helping you out finance-wise. As you've already found out - money is really only a small part of the battle when buying a large ship.&lt;br /&gt;
&lt;br /&gt;
== Option 1. Recruit help from your alliance ==&lt;br /&gt;
&lt;br /&gt;
Assuming the rest of your alliance isn't busy building their own stations, you might be able to get help from alliance members. Make sure you have enough space at your station to deposit raw materials - a warehouse is very useful to have, as well as making sure you build an adequate basement. Make sure your Police Control is set up to allow alliance members to deposit goods (and of course, your police control grants them permission to dock in the first place).&lt;br /&gt;
&lt;br /&gt;
== Option 2. Use of Fleets ==&lt;br /&gt;
&lt;br /&gt;
[[Ulite:_Constructing_fleet_ships|Fleets]] (other ships you own, but don't captain) can not only be used to trade independently of your ship, but they can also join your ship in a convoy. There are a number of advantages to building some fleet ships. Most basically you can simply set them to ferry goods to your station from nearby surrounding stations (if the distance is only 1 jump away - fleets can not directly use auto pilot). Then go off to do your own thing. If you need to collect scarce commodities from long distances and have access to wrap technology, a small fast ship with a military drive in a convoy with a larger wrap drive ship can be used to explore, collect and feed goods back to the mother ship as it charges in preparation for the trip home.&lt;br /&gt;
&lt;br /&gt;
Another possible benefit, if you can find large ships for sale and then both the cash and enough leaders to pilot them, you can actually add ships larger than you could normally safely pilot to a convoy with your ship. This offers the following advantages:&lt;br /&gt;
* Strength in numbers - when attacked, all the ships in your convoy will defend.&lt;br /&gt;
* Convoy members don't need a hyperdrive/wrap drive - they can have a tiny little Interplanetary Drive, '''so long as your ship uses a wrap drive'''. This frees up lots of space for cargo.&lt;br /&gt;
* The crew on a ship that's in your convoy needn't be particularly highly skilled, since they will have the protection of your ship.&lt;br /&gt;
* Since non-player ships attack the best equipped ship first (i.e. yours!), convoy ships don't need much in the way of defensive equipment (unless of course you go looking for trouble with other players). This frees up even more space for cargo.&lt;br /&gt;
&lt;br /&gt;
For example, if your ship is a 7200 tonne Lynx Bulk Carrier&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;, you'll probably find that after equipment, you've around 4500 tonnes to spare. Add a Panther Clipper as a Fleet, and have it join a convoy with you, and most of the Clipper's 2000 tonnes of space is free for you to use - an Interplanetary drive and a small amount of weaponry and shields (just for insurance) won't take up much room - you'll probably gain at least another 1700t in capacity. The important point is that the next bigger ship after a Lynx Bulk Carrier requires you have a higher manoeuvring skill - or you'll heavily damage the ship on each landing - but adding a Clipper to your convoy will add capacity but without demanding any higher skill level.&lt;br /&gt;
&lt;br /&gt;
The biggest problem with larger fleets is finding a crew with sufficient leadership skill. Leadership is likely to be the only skill you're going to find wanting - however, visit a few Class 7 or Class 8 population systems, and you can probably find enough crew members with a higher Leadership skill rating to provide a captain and senior crew&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;. Don't forget you can hire crew members you don't need in advance of buying another ship to add to your raw materials convoy - so hire in advance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''' This is a historical example from Ulite V3. Seems very unlikely that anyone who's been around long enough to find a Lynx Bulk Carrier would be reading this page - perhaps they were easier to find in previous versions.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;''' This also seems not to be the case in V4. Unless another player has sacked skilled crew at the station, you only very occasionally find crew with 3 or more. It's such a rare occurrence to find a level 4 or 5 leader that much of the skill levels required for active crew members to fly class 8 ships will have to come about through combat or training. A Stalker for example has lowest class 8 Leadership requirements of 26, divide that by the 6 active crew and you'd need to find 6 crew with Leadership 4+ in bars. A far quicker technique would be to maintain a highly skilled active crew such that you have one or two slots that may be used to train up rookies that you can rotate out of those slots once they reach level 4+.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39121</id>
		<title>Ulite: Transporting goods to your station</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39121"/>
		<updated>2014-02-12T14:01:12Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Option 2. Use of Fleets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Most modules - especially when you're building one of the higher levels - require a vast quantity of raw materials to build. The obvious solution to getting the materials there is to buy a gigantic ship, say, an Imperial Heavy Cruiser. However, this has some drawbacks:&lt;br /&gt;
&lt;br /&gt;
* Unless you've been playing for years, you probably don't have the Manoeuvring and Navigation skill to captain such a ship.&lt;br /&gt;
* You might not be able to afford such a giant ship, and to kit it out.&lt;br /&gt;
&lt;br /&gt;
The first point is probably the biggest stumbling block, especially if your alliance has some money and is helping you out finance-wise. As you've already found out - money is really only a small part of the battle when buying a large ship.&lt;br /&gt;
&lt;br /&gt;
== Option 1. Recruit help from your alliance ==&lt;br /&gt;
&lt;br /&gt;
Assuming the rest of your alliance isn't busy building their own stations, you might be able to get help from alliance members. Make sure you have enough space at your station to deposit raw materials - a warehouse is very useful to have, as well as making sure you build an adequate basement. Make sure your Police Control is set up to allow alliance members to deposit goods (and of course, your police control grants them permission to dock in the first place).&lt;br /&gt;
&lt;br /&gt;
== Option 2. Use of Fleets ==&lt;br /&gt;
&lt;br /&gt;
[[Ulite:_Constructing_fleet_ships|Fleets]] (other ships you own, but don't captain) can not only be used to trade independently of your ship, but they can also join your ship in a convoy. There are a number of advantages to building some fleet ships. Most basically you can simply set them to ferry goods to your station from nearby surrounding stations (if the distance is only 1 jump away - fleets can not directly use auto pilot). Then go off to do your own thing. If you need to collect scarce commodities from long distances and have access to wrap technology, a small fast ship with a military drive in a convoy with a larger wrap drive ship can be used to explore, collect and feed goods back to the mother ship as it charges in preparation for the trip home.&lt;br /&gt;
&lt;br /&gt;
Another possible benefit, if you can find large ships for sale and then both the cash and enough leaders to pilot them, you can actually add ships larger than you could normally safely pilot to a convoy with your ship. This offers the following advantages:&lt;br /&gt;
* Strength in numbers - when attacked, all the ships in your convoy will defend.&lt;br /&gt;
* Convoy members don't need a hyperdrive/wrap drive - they can have a tiny little Interplanetary Drive, '''so long as your ship uses a wrap drive'''. This frees up lots of space for cargo.&lt;br /&gt;
* The crew on a ship that's in your convoy needn't be particularly highly skilled, since they will have the protection of your ship.&lt;br /&gt;
* Since non-player ships attack the best equipped ship first (i.e. yours!), convoy ships don't need much in the way of defensive equipment (unless of course you go looking for trouble with other players). This frees up even more space for cargo.&lt;br /&gt;
&lt;br /&gt;
For example, if your ship is a 7200 tonne Lynx Bulk Carrier&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;, you'll probably find that after equipment, you've around 4500 tonnes to spare. Add a Panther Clipper as a Fleet, and have it join a convoy with you, and most of the Clipper's 2000 tonnes of space is free for you to use - an Interplanetary drive and a small amount of weaponry and shields (just for insurance) won't take up much room - you'll probably gain at least another 1700t in capacity. The important point is that the next bigger ship after a Lynx Bulk Carrier requires you have a higher manoeuvring skill - or you'll heavily damage the ship on each landing - but adding a Clipper to your convoy will add capacity but without demanding any higher skill level.&lt;br /&gt;
&lt;br /&gt;
The biggest problem with larger fleets is finding a crew with sufficient leadership skill. Leadership is likely to be the only skill you're going to find wanting - however, visit a few Class 7 or Class 8 population systems, and you can probably find enough crew members with a higher Leadership skill rating to provide a captain and senior crew&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;. Don't forget you can hire crew members you don't need in advance of buying another ship to add to your raw materials convoy - so hire in advance.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''' This is a historical example from Ulite V3. Seems very unlikely that anyone who's been around long enough to find a Lynx Bulk Carrier would be reading this page - perhaps they were easier to find in previous versions.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;''' This also seems not to be the case in V4, while you may find very occasionally crew with 3 or even 4 skill in bars, it's such a rare occurrence that much of the skill levels required for active crew members to fly class 8 ships will have to come about through combat or training. A Stalker for example has lowest Leadership requirements of 26, divide that by the 6 active crew and you'd need to find 6 crew with Leadership 4+ in bars. A far quicker technique is to maintain a highly skilled active crew such that you have one or two slots that may be used to train up rookies that you can rotate out of those slots once they reach the required level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39120</id>
		<title>Ulite: Transporting goods to your station</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39120"/>
		<updated>2014-02-12T13:58:35Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Option 2. Use of Fleets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Most modules - especially when you're building one of the higher levels - require a vast quantity of raw materials to build. The obvious solution to getting the materials there is to buy a gigantic ship, say, an Imperial Heavy Cruiser. However, this has some drawbacks:&lt;br /&gt;
&lt;br /&gt;
* Unless you've been playing for years, you probably don't have the Manoeuvring and Navigation skill to captain such a ship.&lt;br /&gt;
* You might not be able to afford such a giant ship, and to kit it out.&lt;br /&gt;
&lt;br /&gt;
The first point is probably the biggest stumbling block, especially if your alliance has some money and is helping you out finance-wise. As you've already found out - money is really only a small part of the battle when buying a large ship.&lt;br /&gt;
&lt;br /&gt;
== Option 1. Recruit help from your alliance ==&lt;br /&gt;
&lt;br /&gt;
Assuming the rest of your alliance isn't busy building their own stations, you might be able to get help from alliance members. Make sure you have enough space at your station to deposit raw materials - a warehouse is very useful to have, as well as making sure you build an adequate basement. Make sure your Police Control is set up to allow alliance members to deposit goods (and of course, your police control grants them permission to dock in the first place).&lt;br /&gt;
&lt;br /&gt;
== Option 2. Use of Fleets ==&lt;br /&gt;
&lt;br /&gt;
[[Ulite:_Constructing_fleet_ships|Fleets]] (other ships you own, but don't captain) can not only be used to trade independently of your ship, but they can also join your ship in a convoy. There are a number of advantages to building some fleet ships. Most basically you can simply set them to ferry goods to your station from nearby surrounding stations (if the distance is only 1 jump away - fleets can not directly use auto pilot). Then go off to do your own thing. If you need to collect scarce commodities from long distances and have access to wrap technology, a small fast ship with a military drive in a convoy with a larger wrap drive ship can be used to explore, collect and feed goods back to the mother ship as it charges in preparation for the trip home.&lt;br /&gt;
&lt;br /&gt;
Another possible benefit, if you can find large ships for sale and then both the cash and enough leaders to pilot them, you can actually add ships larger than you could normally safely pilot to a convoy with your ship. This offers the following advantages:&lt;br /&gt;
* Strength in numbers - when attacked, all the ships in your convoy will defend.&lt;br /&gt;
* Convoy members don't need a hyperdrive/wrap drive - they can have a tiny little Interplanetary Drive, '''so long as your ship uses a wrap drive'''. This frees up lots of space for cargo.&lt;br /&gt;
* The crew on a ship that's in your convoy needn't be particularly highly skilled, since they will have the protection of your ship.&lt;br /&gt;
* Since non-player ships attack the best equipped ship first (i.e. yours!), convoy ships don't need much in the way of defensive equipment (unless of course you go looking for trouble with other players). This frees up even more space for cargo.&lt;br /&gt;
&lt;br /&gt;
For example, if your ship is a 7200 tonne Lynx Bulk Carrier&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;, you'll probably find that after equipment, you've around 4500 tonnes to spare. Add a Panther Clipper as a Fleet, and have it join a convoy with you, and most of the Clipper's 2000 tonnes of space is free for you to use - an Interplanetary drive and a small amount of weaponry and shields (just for insurance) won't take up much room - you'll probably gain at least another 1700t in capacity. The important point is that the next bigger ship after a Lynx Bulk Carrier requires you have a higher manoeuvring skill - or you'll heavily damage the ship on each landing - but adding a Clipper to your convoy will add capacity but without demanding any higher skill level.&lt;br /&gt;
&lt;br /&gt;
The biggest problem with larger fleets is finding a crew with sufficient leadership skill. Leadership is likely to be the only skill you're going to find wanting - however, visit a few Class 7 or Class 8 population systems, and you can probably find enough crew members with a higher Leadership skill rating to provide a captain and senior crew&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;. Don't forget you can hire crew members you don't need in advance of buying another ship to add to your raw materials convoy - so hire in advance.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;''' This is a historical example from Ulite V3. Seems very unlikely that anyone who's been around long enough to find a Lynx Bulk Carrier would be reading this page - perhaps they were easier to find in previous versions.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;nowiki&amp;gt;**&amp;lt;/nowiki&amp;gt;''' This also seems not to be the case in V4, while you may find very occasionally crew with 3 or even 4 skill in bars, it's such a rare occurrence that much of the skill levels required for active crew members to fly class 8 ships will have to come about through combat or training. A Stalker for example has lowest Leadership requirements of 26, divide that by the 6 active crew and you'd need to find 6 crew with Leadership 4+ in bars. A far quicker technique is to maintain a highly skilled active crew such that you have one or two slots that may be used to train up rookies that you can rotate out of those slots once they reach the required level.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39119</id>
		<title>Ulite: Transporting goods to your station</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39119"/>
		<updated>2014-02-12T13:11:23Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Option 2. Use of Fleets */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Most modules - especially when you're building one of the higher levels - require a vast quantity of raw materials to build. The obvious solution to getting the materials there is to buy a gigantic ship, say, an Imperial Heavy Cruiser. However, this has some drawbacks:&lt;br /&gt;
&lt;br /&gt;
* Unless you've been playing for years, you probably don't have the Manoeuvring and Navigation skill to captain such a ship.&lt;br /&gt;
* You might not be able to afford such a giant ship, and to kit it out.&lt;br /&gt;
&lt;br /&gt;
The first point is probably the biggest stumbling block, especially if your alliance has some money and is helping you out finance-wise. As you've already found out - money is really only a small part of the battle when buying a large ship.&lt;br /&gt;
&lt;br /&gt;
== Option 1. Recruit help from your alliance ==&lt;br /&gt;
&lt;br /&gt;
Assuming the rest of your alliance isn't busy building their own stations, you might be able to get help from alliance members. Make sure you have enough space at your station to deposit raw materials - a warehouse is very useful to have, as well as making sure you build an adequate basement. Make sure your Police Control is set up to allow alliance members to deposit goods (and of course, your police control grants them permission to dock in the first place).&lt;br /&gt;
&lt;br /&gt;
== Option 2. Use of Fleets ==&lt;br /&gt;
&lt;br /&gt;
[[Ulite:_Constructing_fleet_ships|Fleets]] (other ships you own, but don't captain) can not only be used to trade independently of your ship, but they can also join your ship in a convoy. There are a number of advantages to building some fleet ships, and using them in a convoy with your ship instead of flying independently:&lt;br /&gt;
&lt;br /&gt;
* Strength in numbers - when attacked, all the ships in your convoy will defend.&lt;br /&gt;
* Convoy members don't need a hyperdrive/wrap drive - they can have a tiny little Interplanetary Drive, '''so long as your ship uses a wrap drive'''. This frees up lots of space for cargo.&lt;br /&gt;
* The crew on a ship that's in your convoy needn't be particularly highly skilled, since they will have the protection of your ship.&lt;br /&gt;
* Since non-player ships attack the best equipped ship first (i.e. yours!), convoy ships don't need much in the way of defensive equipment (unless of course you go looking for trouble with other players). This frees up even more space for cargo.&lt;br /&gt;
&lt;br /&gt;
For example, if your ship is a 7200 tonne Lynx Bulk Carrier, you'll probably find that after equipment, you've around 4500 tonnes to spare. Add a Panther Clipper as a Fleet, and have it join a convoy with you, and most of the Clipper's 2000 tonnes of space is free for you to use - an Interplanetary drive and a small amount of weaponry and shields (just for insurance) won't take up much room - you'll probably gain at least another 1700t in capacity. The important point is that the next bigger ship after a Lynx Bulk Carrier requires you have a higher manoeuvring skill - or you'll heavily damage the ship on each landing - but adding a Clipper to your convoy will add capacity but without demanding any higher skill level.&lt;br /&gt;
&lt;br /&gt;
The biggest problem with larger fleets is finding a crew with sufficient leadership skill. Leadership is likely to be the only skill you're going to find wanting - however, visit a few Class 7 or Class 8 population systems, and you can probably find enough crew members with a higher Leadership skill rating to provide a captain and senior crew. Don't forget you can hire crew members you don't need in advance of buying another ship to add to your raw materials convoy - so hire in advance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39118</id>
		<title>Ulite: Transporting goods to your station</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Transporting_goods_to_your_station&amp;diff=39118"/>
		<updated>2014-02-12T13:09:33Z</updated>

		<summary type="html">&lt;p&gt;Psylem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Most modules - especially when you're building one of the higher levels - require a vast quantity of raw materials to build. The obvious solution to getting the materials there is to buy a gigantic ship, say, an Imperial Heavy Cruiser. However, this has some drawbacks:&lt;br /&gt;
&lt;br /&gt;
* Unless you've been playing for years, you probably don't have the Manoeuvring and Navigation skill to captain such a ship.&lt;br /&gt;
* You might not be able to afford such a giant ship, and to kit it out.&lt;br /&gt;
&lt;br /&gt;
The first point is probably the biggest stumbling block, especially if your alliance has some money and is helping you out finance-wise. As you've already found out - money is really only a small part of the battle when buying a large ship.&lt;br /&gt;
&lt;br /&gt;
== Option 1. Recruit help from your alliance ==&lt;br /&gt;
&lt;br /&gt;
Assuming the rest of your alliance isn't busy building their own stations, you might be able to get help from alliance members. Make sure you have enough space at your station to deposit raw materials - a warehouse is very useful to have, as well as making sure you build an adequate basement. Make sure your Police Control is set up to allow alliance members to deposit goods (and of course, your police control grants them permission to dock in the first place).&lt;br /&gt;
&lt;br /&gt;
== Option 2. Use of Fleets ==&lt;br /&gt;
&lt;br /&gt;
[[Ulite:_Constructing_fleet_ships|Fleets]] (other ships you own, but don't captain) can not only be used to trade independently of your ship, but they can also join your ship in a convoy. There are a number of advantages to building some fleet ships, and using them in a convoy with your ship instead of flying independently:&lt;br /&gt;
&lt;br /&gt;
* Strength in numbers - when attacked, all the ships in your convoy will defend.&lt;br /&gt;
* Convoy members don't need a hyperdrive/wrap drive - they can have a tiny little Interplanetary Drive '''so long as your ship uses a wrap drive'''. This frees up lots of space for cargo.&lt;br /&gt;
* The crew on a ship that's in your convoy needn't be particularly highly skilled, since they will have the protection of your ship.&lt;br /&gt;
* Since non-player ships attack the best equipped ship first (i.e. yours!), convoy ships don't need much in the way of defensive equipment (unless of course you go looking for trouble with other players). This frees up even more space for cargo.&lt;br /&gt;
&lt;br /&gt;
For example, if your ship is a 7200 tonne Lynx Bulk Carrier, you'll probably find that after equipment, you've around 4500 tonnes to spare. Add a Panther Clipper as a Fleet, and have it join a convoy with you, and most of the Clipper's 2000 tonnes of space is free for you to use - an Interplanetary drive and a small amount of weaponry and shields (just for insurance) won't take up much room - you'll probably gain at least another 1700t in capacity. The important point is that the next bigger ship after a Lynx Bulk Carrier requires you have a higher manoeuvring skill - or you'll heavily damage the ship on each landing - but adding a Clipper to your convoy will add capacity but without demanding any higher skill level.&lt;br /&gt;
&lt;br /&gt;
The biggest problem with larger fleets is finding a crew with sufficient leadership skill. Leadership is likely to be the only skill you're going to find wanting - however, visit a few Class 7 or Class 8 population systems, and you can probably find enough crew members with a higher Leadership skill rating to provide a captain and senior crew. Don't forget you can hire crew members you don't need in advance of buying another ship to add to your raw materials convoy - so hire in advance.&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39081</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39081"/>
		<updated>2014-02-10T13:02:14Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 670.200,0 Cr&lt;br /&gt;
98t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 512.400,0 Cr&lt;br /&gt;
297t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 669.200,0 Cr&lt;br /&gt;
217t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested on a gravity 1.0 world. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be based on the market value of the design, plus an extra million credits.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39080</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39080"/>
		<updated>2014-02-10T13:01:41Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 670.200,0 Cr&lt;br /&gt;
98t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 512.400,0 Cr&lt;br /&gt;
297t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 669.200,0 Cr&lt;br /&gt;
217t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be based on the market value of the design, plus an extra million credits.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39079</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39079"/>
		<updated>2014-02-10T12:55:31Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 80&lt;br /&gt;
| 1&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Trading Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 575&lt;br /&gt;
| &lt;br /&gt;
| Interstellar Trading Centre&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 670.200,0 Cr&lt;br /&gt;
98t Precious Metals&lt;br /&gt;
| Increases the revenues earned on a planet by +100%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Holo Deck&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 120&lt;br /&gt;
| 1&lt;br /&gt;
| 512.400,0 Cr&lt;br /&gt;
297t Computers&lt;br /&gt;
| Increases a planet's morale by +20%&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Robotic Constructors&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Automated Factories&lt;br /&gt;
| Deep Mine&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 636.400,0 Cr&lt;br /&gt;
206t Robots&lt;br /&gt;
| Generates 10 production and increases the production each worker produces by +2.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be based on the market value of the design, plus an extra million credits.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39048</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39048"/>
		<updated>2014-02-03T15:05:04Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */ Battle Station&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
| &lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Battle Station&lt;br /&gt;
| Construction&lt;br /&gt;
| 325&lt;br /&gt;
| Star Base&lt;br /&gt;
| Star Fortress&lt;br /&gt;
| 1500&lt;br /&gt;
| 3&lt;br /&gt;
| 6.954.400,0 Cr&lt;br /&gt;
2946t Battle Weapons&lt;br /&gt;
| Replaces Star Base. Bigger ships (1000t max), better scanners (4Lj range), attack bonuses (+10% in surrounding area).&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be based on the market value of the design, plus an extra million credits.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39032</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39032"/>
		<updated>2014-02-01T14:12:07Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
| &lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Settlement Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 200&lt;br /&gt;
| 0&lt;br /&gt;
| 903.200,0 Cr&lt;br /&gt;
23520t Liquid Oxygen&lt;br /&gt;
| An expensive way of populating another planet within the system.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be based on the market value of the design, plus an extra million credits.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39029</id>
		<title>Ulite: Constructing fleet ships</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39029"/>
		<updated>2014-01-31T11:23:34Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Constructing fleet ships */ got my facts straight&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Constructing fleet ships ==&lt;br /&gt;
&lt;br /&gt;
Fleets are additional ships that can be used either as part of a personal convoy or for independently running two way trade routes. You must construct fleets yourself at your own space station after having researched and constructed a Star Base at the station. Fleets must be sufficiently equipped and crewed in order to fly (later when you get wrap drives on your main ship, you may down grade the engines on your fleet convoy ships to interplanetary drives). Fleet ships can not operate an auto pilot at this time, so independent trade fleets must have enough range to fly between inhabited target systems in one jump - obviously if you are leading a convoy, they can still follow you as usual when you use auto pilot to plot a course.&lt;br /&gt;
&lt;br /&gt;
Initially you'll have a ship design limit of 300t. If you would like to immediately build the biggest ship you can within that limit, pick a Lion or Lanner Mk II hull. The Lanner Mk II has a little less cargo capacity than the Lion, but moves much faster through interplanetary space to make it the ideal option for ferrying bulk loads of cargo between stations in less time. If you don't intend to use it as part of your personal convoy, the Lanner Mk II is the most flexible fleet ship you can get for a long time, due to it's superior speed and range.&lt;br /&gt;
&lt;br /&gt;
If you intend to pay for the ship outright, build just the hull and then source the other parts from elsewhere if possible. You get charged many times market value for the design, so reduce the size of the build as much as you can.&lt;br /&gt;
&lt;br /&gt;
If you can find the hull you want at a neighbouring station, it significantly shortens the construction time to keep the design cheap. In this case you might want to consider building the smallest hull you can attach a hyperdrive to and fly it to another station where you can exchange it for a bigger ship.&lt;br /&gt;
&lt;br /&gt;
If the ship has a specific purpose you will want to spend some time deciding exactly what setup to construct. If you have one and only one trade route in mind, pick the biggest hull and engine combination that barely allows you to make the trip in one jump. Currently fleet ships auto-refuel to reach their maximum range capacity, even if the target system doesn't require that much range. So on smaller ships doing short trips, you could lose a significant amount of cargo space to unnecessary fuel.&lt;br /&gt;
&lt;br /&gt;
If you build it wrong, don't despair too much. As long as it can carry a hyperdrive you can fly it to a nearby station and exchange it. Don't &amp;quot;disassemble&amp;quot; unless you really want to waste the significant construction costs (remember, it's several times market value to build a fleet up front and this value could cost you millions). Better to leave it in the station until you decide what can be done with it - if it's really stuck, someone can always tow it with wrap drive if it comes to that.&lt;br /&gt;
&lt;br /&gt;
Once the ship has been constructed you need to dock at the space station, ensuring you bring enough crew with the right skill to pilot it on their own (also bring any additional equipment you may have omitted from the design for quicker construction purposes).&lt;br /&gt;
&lt;br /&gt;
Getting a new fleet ship space worthy:&lt;br /&gt;
&lt;br /&gt;
# Request the ship to join a convoy from the Ship Convoy screen&lt;br /&gt;
# Exchange crew from the Ship Crew screen (check boxes and click &amp;quot;Exchange&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If you need to add some equipment:&lt;br /&gt;
&lt;br /&gt;
# Sell equipment you'd like to transfer via the Equipment the Market&lt;br /&gt;
# Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
# Click the new yellow &amp;quot;switch to ship&amp;quot; button (only available when in convoy) &lt;br /&gt;
# You are now using this ship and can buy the equipment back from the Market &lt;br /&gt;
# Check Ship Configuration page to make sure everything is in order &lt;br /&gt;
# Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
# Click the new yellow &amp;quot;switch to ship&amp;quot; button to return to your main ship &lt;br /&gt;
&lt;br /&gt;
Then, even if you didn't add any equipment, always remember to: &lt;br /&gt;
&lt;br /&gt;
# Disband the convoy from the Ship Convoy screen to avoid unintended convoy flights&lt;br /&gt;
&lt;br /&gt;
Now from the fleet's properties screen you can assign it a trade route. Available source/destination systems are any that you have previously visited.&lt;br /&gt;
&lt;br /&gt;
Just worth mentioning, be careful to avoid messing with the assigned  source/destination commodities while it has cargo on board. It's better to wait until everything's been offloaded or the fleet will be unable to sell those commodities automatically, even if you switch back to them. Available cargo space could be reduced until you take control of the ship and clear out the cargo manually.&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39028</id>
		<title>Ulite: Constructing fleet ships</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39028"/>
		<updated>2014-01-31T11:22:34Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Constructing fleet ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Constructing fleet ships ==&lt;br /&gt;
&lt;br /&gt;
Fleets are additional ships that can be used either as part of a personal convoy or for independently running two way trade routes. You must construct fleets yourself at your own space station after having researched and constructed a Star Base at the station. Fleets must be sufficiently equipped and crewed in order to fly (later when you get wrap drives on your main ship, you may down grade the engines on your fleet convoy ships to interplanetary drives). Fleet ships can not operate an auto pilot at this time, so independent trade fleets must have enough range to fly between inhabited target systems in one jump - obviously if you are leading a convoy, they can still follow you as usual when you use auto pilot to plot a course.&lt;br /&gt;
&lt;br /&gt;
Initially you'll have a ship design limit of 300t. If you would like to immediately build the biggest ship you can within that limit, pick a Lion or Lanner Mk II hull. The Lanner Mk II has a little less cargo capacity than the Lion, but moves much faster through interplanetary space to make it the ideal option for ferrying bulk loads of cargo between stations in less time. If you don't intend to use it as part of your personal convoy, the Lanner Mk II is the most flexible fleet ship you can get for a long time, due to it's superior speed and range.&lt;br /&gt;
&lt;br /&gt;
If you intend to pay for the ship outright, build just the hull and then source the other parts from elsewhere if possible. You get charged many times market value for the design, so reduce the size of the build as much as you can.&lt;br /&gt;
&lt;br /&gt;
If you can find the hull you want at a neighbouring station, it significantly shortens the construction time to keep the design cheap. In this case you might want to consider building the smallest hull you can attach a hyperdrive to and fly it to another station where you can exchange it for a bigger ship.&lt;br /&gt;
&lt;br /&gt;
If the ship has a specific purpose you will want to spend some time deciding exactly what setup to construct. If you have one and only one trade route in mind, pick the biggest hull and engine combination that barely allows you to make the trip in one jump. Currently fleet ships auto-refuel to reach their maximum range capacity, even if the target system doesn't require that much range. So on smaller ships doing short trips, you could lose a significant amount of cargo space to unnecessary fuel.&lt;br /&gt;
&lt;br /&gt;
If you build it wrong, don't despair too much. As long as it can carry a hyperdrive you can fly it to a nearby station and exchange it. Don't &amp;quot;disassemble&amp;quot; unless you really want to waste the significant construction costs (remember, it's an extra 1M Cr on top of the market value to build a fleet up front). Better to leave it in the station until you decide what can be done with it - if it's really stuck, someone can always tow it with wrap drive if it comes to that.&lt;br /&gt;
&lt;br /&gt;
Once the ship has been constructed you need to dock at the space station, ensuring you bring enough crew with the right skill to pilot it on their own (also bring any additional equipment you may have omitted from the design for quicker construction purposes).&lt;br /&gt;
&lt;br /&gt;
Getting a new fleet ship space worthy:&lt;br /&gt;
&lt;br /&gt;
# Request the ship to join a convoy from the Ship Convoy screen&lt;br /&gt;
# Exchange crew from the Ship Crew screen (check boxes and click &amp;quot;Exchange&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If you need to add some equipment:&lt;br /&gt;
&lt;br /&gt;
# Sell equipment you'd like to transfer via the Equipment the Market&lt;br /&gt;
# Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
# Click the new yellow &amp;quot;switch to ship&amp;quot; button (only available when in convoy) &lt;br /&gt;
# You are now using this ship and can buy the equipment back from the Market &lt;br /&gt;
# Check Ship Configuration page to make sure everything is in order &lt;br /&gt;
# Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
# Click the new yellow &amp;quot;switch to ship&amp;quot; button to return to your main ship &lt;br /&gt;
&lt;br /&gt;
Then, even if you didn't add any equipment, always remember to: &lt;br /&gt;
&lt;br /&gt;
# Disband the convoy from the Ship Convoy screen to avoid unintended convoy flights&lt;br /&gt;
&lt;br /&gt;
Now from the fleet's properties screen you can assign it a trade route. Available source/destination systems are any that you have previously visited.&lt;br /&gt;
&lt;br /&gt;
Just worth mentioning, be careful to avoid messing with the assigned  source/destination commodities while it has cargo on board. It's better to wait until everything's been offloaded or the fleet will be unable to sell those commodities automatically, even if you switch back to them. Available cargo space could be reduced until you take control of the ship and clear out the cargo manually.&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39027</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39027"/>
		<updated>2014-01-31T11:10:44Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
| &lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Research Laboratory&lt;br /&gt;
| Computers&lt;br /&gt;
| 75&lt;br /&gt;
|&lt;br /&gt;
| Planetray Net&lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 215.200,0 Cr&lt;br /&gt;
125t Computers&lt;br /&gt;
| Generates 5 research points and increases the research each scientist produces by +1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be based on the market value of the design, plus an extra million credits.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39019</id>
		<title>Ulite: Constructing fleet ships</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39019"/>
		<updated>2014-01-30T17:17:51Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Constructing fleet ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Constructing fleet ships ==&lt;br /&gt;
&lt;br /&gt;
Fleets are additional ships that can be used either as part of a personal convoy or for independently running two way trade routes. You must construct fleets yourself at your own space station after having researched and constructed a Star Base at the station. Fleets must be sufficiently equipped and crewed in order to fly (later when you get wrap drives on your main ship, you may down grade the engines on your fleet convoy ships to interplanetary drives). Fleet ships can not operate an auto pilot at this time, so independent trade fleets must have enough range to fly between inhabited target systems in one jump - obviously if you are leading a convoy, they can still follow you as usual when you use auto pilot to plot a course.&lt;br /&gt;
&lt;br /&gt;
Initially you'll have a ship design limit of 300t. If you would like to immediately build the biggest ship you can within that limit, pick a Lion or Lanner Mk II hull. The Lanner Mk II has a little less cargo capacity than the Lion, but moves much faster through interplanetary space to make it the ideal option for ferrying bulk loads of cargo between stations in less time. If you don't intend to use it as part of your personal convoy, the Lanner Mk II is the most flexible fleet ship you can get for a long time, due to it's superior speed and range.&lt;br /&gt;
&lt;br /&gt;
Leave the standard items equipped, put a better engine and gun on if you need it. It's possible to build just the hull and then source the other parts from elsewhere, but you get charged market value for the design plus 1M Cr, so there's not much point.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you are planning to construct all or some of the ship instead of paying for it outright, then I assume it shortens the construction time to keep the design cheap. In this case you might want to consider building the smallest hull you can attach a hyperdrive to and fly it to another station where you can exchange it for a bigger ship.&lt;br /&gt;
&lt;br /&gt;
If the ship has a specific purpose you will want to spend some time deciding exactly what setup to construct. If you have one and only one trade route in mind, pick the biggest hull and engine combination that barely allows you to make the trip in one jump. Currently fleet ships auto-refuel to reach their maximum range capacity, even if the target system doesn't require that much range. So on smaller ships doing short trips, you could lose a significant amount of cargo space to unnecessary fuel.&lt;br /&gt;
&lt;br /&gt;
If you build it wrong, don't despair too much. As long as it can carry a hyperdrive you can fly it to a nearby station and exchange it. Don't &amp;quot;disassemble&amp;quot; unless you really want to waste the significant construction costs (remember, it's an extra 1M Cr on top of the market value to build a fleet up front). Better to leave it in the station until you decide what can be done with it - if it's really stuck, someone can always tow it with wrap drive if it comes to that.&lt;br /&gt;
&lt;br /&gt;
Once the ship has been constructed you need to dock at the space station, ensuring you bring enough crew with the right skill to pilot it on their own (also bring any additional equipment you may have omitted from the design for quicker construction purposes).&lt;br /&gt;
&lt;br /&gt;
Getting a new fleet ship space worthy:&lt;br /&gt;
&lt;br /&gt;
# Request the ship to join a convoy from the Ship Convoy screen&lt;br /&gt;
# Exchange crew from the Ship Crew screen (check boxes and click &amp;quot;Exchange&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If you need to add some equipment:&lt;br /&gt;
&lt;br /&gt;
# Sell equipment you'd like to transfer via the Equipment the Market&lt;br /&gt;
# Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
# Click the new yellow &amp;quot;switch to ship&amp;quot; button (only available when in convoy) &lt;br /&gt;
# You are now using this ship and can buy the equipment back from the Market &lt;br /&gt;
# Check Ship Configuration page to make sure everything is in order &lt;br /&gt;
# Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
# Click the new yellow &amp;quot;switch to ship&amp;quot; button to return to your main ship &lt;br /&gt;
&lt;br /&gt;
Then, even if you didn't add any equipment, always remember to: &lt;br /&gt;
&lt;br /&gt;
# Disband the convoy from the Ship Convoy screen to avoid unintended convoy flights&lt;br /&gt;
&lt;br /&gt;
Now from the fleet's properties screen you can assign it a trade route. Available source/destination systems are any that you have previously visited.&lt;br /&gt;
&lt;br /&gt;
Just worth mentioning, be careful to avoid messing with the assigned  source/destination commodities while it has cargo on board. It's better to wait until everything's been offloaded or the fleet will be unable to sell those commodities automatically, even if you switch back to them. Available cargo space could be reduced until you take control of the ship and clear out the cargo manually.&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39018</id>
		<title>Ulite: Constructing fleet ships</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39018"/>
		<updated>2014-01-30T17:06:40Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Constructing fleet ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Constructing fleet ships ==&lt;br /&gt;
&lt;br /&gt;
Fleets are additional ships that can be used either as part of a personal convoy or for independently running two way trade routes. You must construct fleets yourself at your own space station after having researched and constructed a Star Base at the station. Fleets must be sufficiently equipped and crewed in order to fly (later when you get wrap drives on your main ship, you may down grade the engines on your fleet convoy ships to interplanetary drives). Fleet ships can not operate an auto pilot at this time, so independent trade fleets must have enough range to fly between inhabited target systems in one jump - obviously if you are leading a convoy, they can still follow you as usual when you use auto pilot to plot a course.&lt;br /&gt;
&lt;br /&gt;
Initially you'll have a ship design limit of 300t. If you would like to immediately build the biggest ship you can within that limit, pick a Lion or Lanner Mk II hull. The Lanner Mk II has a little less cargo capacity than the Lion, but moves much faster through interplanetary space to make it the ideal option for ferrying bulk loads of cargo between stations in less time. If you don't intend to use it as part of your personal convoy, the Lanner Mk II is the most flexible fleet ship you can get for a long time, due to it's superior speed and range.&lt;br /&gt;
&lt;br /&gt;
Leave the standard items equipped, put a better engine and gun on if you need it. It's possible to build just the hull and then source the other parts from elsewhere, but you get charged market value for the design plus 1M Cr, so there's not much point.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you are planning to construct all or some of the ship instead of paying for it outright, then I assume it shortens the construction time to keep the design cheap. In this case you might want to consider building the smallest hull you can attach a hyperdrive to and fly it to another station where you can exchange it for a bigger ship.&lt;br /&gt;
&lt;br /&gt;
If the ship has a specific purpose you will want to spend some time deciding exactly what setup to construct. If you have one and only one trade route in mind, pick the biggest hull and engine combination that barely allows you to make the trip in one jump. Currently fleet ships auto-refuel to reach their maximum range capacity, even if the target system doesn't require that much range. So on smaller ships doing short trips, you could lose a significant amount of cargo space to unnecessary fuel.&lt;br /&gt;
&lt;br /&gt;
If you build it wrong, don't despair too much. As long as it can carry a hyperdrive you can fly it to a nearby station and exchange it. Don't &amp;quot;disassemble&amp;quot; unless you really want to waste the significant construction costs (remember, it's an extra 1M Cr on top of the market value to build a fleet up front). Better to leave it in the station until you decide what can be done with it - if it's really stuck, someone can always tow it with wrap drive if it comes to that.&lt;br /&gt;
&lt;br /&gt;
Once the ship has been constructed you need to dock at the space station, ensuring you bring enough crew with the right skill to pilot it on their own (also bring any additional equipment you may have omitted from the design for quicker construction purposes).&lt;br /&gt;
&lt;br /&gt;
Getting a new fleet ship space worthy:&lt;br /&gt;
&lt;br /&gt;
- Request the ship to join a convoy from the Ship Convoy screen&lt;br /&gt;
- Exchange crew from the Ship Crew screen (check boxes and click &amp;quot;Exchange&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If you need to add some equipment:&lt;br /&gt;
&lt;br /&gt;
- Sell equipment you'd like to transfer via the Equipment the Market&lt;br /&gt;
- Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
- Click the new yellow &amp;quot;switch to ship&amp;quot; button (only available when in convoy) &lt;br /&gt;
- You are now using this ship and can buy the equipment back from the Market &lt;br /&gt;
- Check Ship Configuration page to make sure everything is in order &lt;br /&gt;
- Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
- Click the new yellow &amp;quot;switch to ship&amp;quot; button to return to your main ship &lt;br /&gt;
&lt;br /&gt;
Then, even if you didn't add any equipment, always remember to: &lt;br /&gt;
&lt;br /&gt;
- Disband the convoy from the Ship Convoy screen to avoid unintended convoy flights&lt;br /&gt;
&lt;br /&gt;
Now from the fleet's properties screen you can assign it a trade route. Available source/destination systems are any that you have previously visited.&lt;br /&gt;
&lt;br /&gt;
Just worth mentioning, be careful to avoid messing with the assigned  source/destination commodities while it has cargo on board. It's better to wait until everything's been offloaded or the fleet will be unable to sell those commodities automatically, even if you switch back to them. Available cargo space could be reduced until you take control of the ship and clear out the cargo manually.&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39017</id>
		<title>Ulite: Constructing fleet ships</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39017"/>
		<updated>2014-01-30T16:59:51Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Constructing fleet ships */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Constructing fleet ships ==&lt;br /&gt;
&lt;br /&gt;
Fleets are additional ships that can be used either as part of a personal convoy or for independently running two way trade routes. You must construct fleets yourself at your own space station after having researched and constructed a Star Base at the station. Fleets must be sufficiently equipped and crewed in order to fly (later when you get wrap drives on your main ship, you may down grade the engines on your fleet convoy ships to interplanetary drives). Fleet ships can not operate an auto pilot at this time, so independent trade fleets must have enough range to fly between inhabited target systems in one jump - obviously if you are leading a convoy, they can still follow you as usual when you use auto pilot to plot a course.&lt;br /&gt;
&lt;br /&gt;
Initially you'll have a ship design limit of 300t. If you would like to immediately build the biggest ship you can within that limit, pick a Lion or Lanner Mk II hull. The Lanner Mk II has a little less cargo capacity than the Lion, but moves much faster through interplanetary space to make it the ideal option for ferrying bulk loads of cargo between stations in less time. If you don't intend to use it as part of your personal convoy, the Lanner Mk II is the most flexible fleet ship you can get for a long time, due to it's superior speed and range.&lt;br /&gt;
&lt;br /&gt;
Leave the standard items equipped, put a better engine and gun on if you need it. It's possible to build just the hull and then source the other parts from elsewhere, but you get charged market value for the design plus 1M Cr, so there's not much point.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you are planning to construct all or some of the ship instead of paying for it outright, then I assume it shortens the construction time to keep the design cheap. In this case you might want to consider building the smallest hull you can attach a hyperdrive to and fly it to another station where you can exchange it for a bigger ship.&lt;br /&gt;
&lt;br /&gt;
If the ship has a specific purpose you will want to spend some time deciding exactly what setup to construct. If you have one and only one trade route in mind, pick the biggest hull and engine combination that barely allows you to make the trip in one jump. Currently fleet ships auto-refuel to reach their maximum range capacity, even if the target system doesn't require that much range. So on smaller ships doing short trips, you could lose a significant amount of cargo space to unnecessary fuel.&lt;br /&gt;
&lt;br /&gt;
If you build it wrong, don't despair too much. As long as it can carry a hyperdrive you can fly it to a nearby station and exchange it. Don't &amp;quot;Disassemble for parts&amp;quot; unless you really want to waste the significant construction costs (remember, it's an extra 1M Cr on top of the market value to build a fleet up front). Better to leave it in the station until you decide what can be done with it - if it's really stuck, someone can always tow it with wrap drive if it comes to that.&lt;br /&gt;
&lt;br /&gt;
Once the ship has been constructed you need to dock at the space station, ensuring you bring enough crew with the right skill to pilot it on their own (also bring any additional equipment you may have omitted from the design for quicker construction purposes).&lt;br /&gt;
&lt;br /&gt;
Getting a new fleet ship space worthy:&lt;br /&gt;
&lt;br /&gt;
- Request the ship to join a convoy from the Ship Convoy screen&lt;br /&gt;
- Exchange crew from the Ship Crew screen (check boxes and click &amp;quot;Exchange&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If you need to add some equipment:&lt;br /&gt;
&lt;br /&gt;
- Sell equipment you'd like to transfer via the Equipment the Market&lt;br /&gt;
- Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
- Click the new yellow &amp;quot;Switch to ship&amp;quot; button (only available when in convoy) &lt;br /&gt;
- You are now using this ship and can buy the equipment back from the Market &lt;br /&gt;
- Check Ship Configuration page to make sure everything is in order &lt;br /&gt;
- Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
- Click the new yellow &amp;quot;Switch to ship&amp;quot; button to return to your main ship &lt;br /&gt;
&lt;br /&gt;
Then, even if you didn't add any equipment, always remember to: &lt;br /&gt;
&lt;br /&gt;
- Disband the convoy from the Ship Convoy screen to avoid unintended convoy flights&lt;br /&gt;
&lt;br /&gt;
Now from the fleet's properties screen you can assign it a trade route. Available source/destination systems are any that you have previously visited.&lt;br /&gt;
&lt;br /&gt;
Just worth mentioning, be careful to avoid messing with the assigned  source/destination commodities while it has cargo on board. It's better to wait until everything's been offloaded or the fleet will be unable to sell those commodities automatically, even if you switch back to them. Available cargo space could be reduced until you take control of the ship and clear out the cargo manually.&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39016</id>
		<title>Ulite: Constructing fleet ships</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Constructing_fleet_ships&amp;diff=39016"/>
		<updated>2014-01-30T16:57:37Z</updated>

		<summary type="html">&lt;p&gt;Psylem: Created page with &amp;quot;== Constructing fleet ships ==  Fleets are additional ships that can be used either as part of a personal convoy or for independently running two way trade routes. You must co...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Constructing fleet ships ==&lt;br /&gt;
&lt;br /&gt;
Fleets are additional ships that can be used either as part of a personal convoy or for independently running two way trade routes. You must construct fleets yourself at your own space station after having researched and constructed a Star Base at the station. Fleets must be sufficiently equipped and crewed in order to fly (later when you get wrap drives on your main ship, you may down grade the engines on your fleet convoy ships to interplanetary drives). Fleet ships can not operate an auto pilot at this time, so independent trade fleets must have enough range to fly between inhabited target systems in one jump.&lt;br /&gt;
&lt;br /&gt;
Initially you'll have a ship design limit of 300t. If you would like to immediately build the biggest ship you can within that limit, pick a Lion or Lanner Mk II hull. The Lanner Mk II has a little less cargo capacity than the Lion, but moves much faster through interplanetary space to make it the ideal option for ferrying bulk loads of cargo between stations in less time. If you don't intend to use it as part of your personal convoy, the Lanner Mk II is the most flexible fleet ship you can get for a long time, due to it's superior speed and range.&lt;br /&gt;
&lt;br /&gt;
Leave the standard items equipped, put a better engine and gun on if you need it. It's possible to build just the hull and then source the other parts from elsewhere, but you get charged market value for the design plus 1M Cr, so there's not much point.&lt;br /&gt;
&lt;br /&gt;
On the other hand, if you are planning to construct all or some of the ship instead of paying for it outright, then I assume it shortens the construction time to keep the design cheap. In this case you might want to consider building the smallest hull you can attach a hyperdrive to and fly it to another station where you can exchange it for a bigger ship.&lt;br /&gt;
&lt;br /&gt;
If the ship has a specific purpose you will want to spend some time deciding exactly what setup to construct. If you have one and only one trade route in mind, pick the biggest hull and engine combination that barely allows you to make the trip in one jump. Currently fleet ships auto-refuel to reach their maximum range capacity, even if the target system doesn't require that much range. So on smaller ships doing short trips, you could lose a significant amount of cargo space to unnecessary fuel.&lt;br /&gt;
&lt;br /&gt;
If you build it wrong, don't despair too much. As long as it can carry a hyperdrive you can fly it to a nearby station and exchange it. Don't &amp;quot;Disassemble for parts&amp;quot; unless you really want to waste the significant construction costs (remember, it's an extra 1M Cr on top of the market value to build a fleet up front). Better to leave it in the station until you decide what can be done with it - if it's really stuck, someone can always tow it with wrap drive if it comes to that.&lt;br /&gt;
&lt;br /&gt;
Once the ship has been constructed you need to dock at the space station, ensuring you bring enough crew with the right skill to pilot it on their own (also bring any additional equipment you may have omitted from the design for quicker construction purposes).&lt;br /&gt;
&lt;br /&gt;
Getting a new fleet ship space worthy:&lt;br /&gt;
&lt;br /&gt;
- Request the ship to join a convoy from the Ship Convoy screen&lt;br /&gt;
- Exchange crew from the Ship Crew screen (check boxes and click &amp;quot;Exchange&amp;quot;)&lt;br /&gt;
&lt;br /&gt;
If you need to add some equipment:&lt;br /&gt;
&lt;br /&gt;
- Sell equipment you'd like to transfer via the Equipment the Market&lt;br /&gt;
- Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
- Click the new yellow &amp;quot;Switch to ship&amp;quot; button (only available when in convoy) &lt;br /&gt;
- You are now using this ship and can buy the equipment back from the Market &lt;br /&gt;
- Check Ship Configuration page to make sure everything is in order &lt;br /&gt;
- Switch to the properties page for the fleet from the Player Fleets screen &lt;br /&gt;
- Click the new yellow &amp;quot;Switch to ship&amp;quot; button to return to your main ship &lt;br /&gt;
&lt;br /&gt;
Then, even if you didn't add any equipment, always remember to: &lt;br /&gt;
&lt;br /&gt;
- Disband the convoy from the Ship Convoy screen to avoid unintended convoy flights&lt;br /&gt;
&lt;br /&gt;
Now from the fleet's properties screen you can assign it a trade route. Available source/destination systems are any that you have previously visited.&lt;br /&gt;
&lt;br /&gt;
Just worth mentioning, be careful to avoid messing with the assigned  source/destination commodities while it has cargo on board. It's better to wait until everything's been offloaded or the fleet will be unable to sell those commodities automatically, even if you switch back to them. Available cargo space could be reduced until you take control of the ship and clear out the cargo manually.&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Introduction&amp;diff=39015</id>
		<title>Ulite: Introduction</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Introduction&amp;diff=39015"/>
		<updated>2014-01-30T16:54:42Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Building your space stations */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ulite is a web-based multiplayer game, inspired by Frontier: First Encounters. It has the following features:&lt;br /&gt;
&lt;br /&gt;
* Real-time events&lt;br /&gt;
* Three-Dimensional course calculation in space&lt;br /&gt;
* Realistic trade mechanism&lt;br /&gt;
* Automatic growth of the universe by user exploration&lt;br /&gt;
* Galaxy model of the Milky Way&lt;br /&gt;
* Wormholes to the other side of the galaxy&lt;br /&gt;
* 13 types of user experience and user abilities&lt;br /&gt;
* 9 different mission types&lt;br /&gt;
* Players can build stations&lt;br /&gt;
* Publishing of systems and growth of inhabited area&lt;br /&gt;
* Artifacts&lt;br /&gt;
* Transporter&lt;br /&gt;
&lt;br /&gt;
Based in Germany, the game is available in both German and English.&lt;br /&gt;
The game can be played at [http://www.ulite.de http://www.ulite.de]&lt;br /&gt;
&lt;br /&gt;
Version 4 of the game started monday 5.5.2008&lt;br /&gt;
&lt;br /&gt;
== Objective of the game ==&lt;br /&gt;
&lt;br /&gt;
The aim of the game is to become &amp;quot;Ulite&amp;quot;. Players achieve this by carrying out increasingly difficult missions and combating enemy ships. Player vs. player (PvP) combat is only available between warring alliances. The multi-player aspect of the game is intended to be more cooperative than combative - though the developer has expressed interest in any suggestions that might open up further player competition without overly discouraging the defeated parties (death in the Elite universe is harsh). See [http://ulite.at/Doku/doku.php?id=en:ulite#objective_of_the_game Ulite Help : Objective of the game].&lt;br /&gt;
&lt;br /&gt;
== Help Pages ==&lt;br /&gt;
&lt;br /&gt;
The following pages are based upon the official Ulite Help (only available in German). The structure of these pages follows the same structure as the official help pages. The aim is to provide at least the same level of detail to English speaking players as what's available already in German.&lt;br /&gt;
&lt;br /&gt;
* [[Ulite: Overview|Overview]]&lt;br /&gt;
* [[Ulite: Tutorial|Tutorial]]&lt;br /&gt;
* [[Ulite: Documentation|Documentation]]&lt;br /&gt;
* [[Ulite: FAQ|FAQ]]&lt;br /&gt;
&lt;br /&gt;
== Getting started with Ulite ==&lt;br /&gt;
&lt;br /&gt;
* [[Ulite: Earning Money|Earning Money]]&lt;br /&gt;
* [[Ulite: Skills|The Skills]]&lt;br /&gt;
* [[Ulite: Upgrading your ship|Upgrading Your Ship]]&lt;br /&gt;
* [http://www.ulite.de/Doku/doku.php?id=en:ulite Ulite-Wiki] - Original German Wiki&lt;br /&gt;
&lt;br /&gt;
== Building your space stations ==&lt;br /&gt;
&lt;br /&gt;
* [[Ulite: Establishing a station|Establishing a station]]&lt;br /&gt;
* Research&lt;br /&gt;
* [[Ulite: Production|Production]]&lt;br /&gt;
* [[Ulite: Transporting goods to your station|Transporting goods to your station]]&lt;br /&gt;
* [[Ulite: Constructing fleet ships|Constructing fleet ships]]&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39014</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39014"/>
		<updated>2014-01-30T15:38:00Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| 468.000,0 Cr&lt;br /&gt;
6157t Sythetic Meat&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
| &lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be based on the market value of the design, plus an extra million credits.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39011</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=39011"/>
		<updated>2014-01-29T08:59:03Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| +2 food / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| 479.600,0&lt;br /&gt;
9551t Fertilizer&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Automated Factories&lt;br /&gt;
| Construction&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
| &lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
91t Robots&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Space Port&lt;br /&gt;
| Construction&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| ?&lt;br /&gt;
| ?&lt;br /&gt;
| 308.800,0 Cr&lt;br /&gt;
179t Computers&lt;br /&gt;
| Increases cash generation by +50%.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Training Centre&lt;br /&gt;
| Sociology&lt;br /&gt;
| 75&lt;br /&gt;
| &lt;br /&gt;
| Planetary Trading Centre&lt;br /&gt;
| &lt;br /&gt;
| 2&lt;br /&gt;
| 468.800,0 Cr&lt;br /&gt;
272t Computers&lt;br /&gt;
| Trains ships' crews in the system by simulating fights&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Planetary Net&lt;br /&gt;
| Computers&lt;br /&gt;
| 450&lt;br /&gt;
| Research Laboratory&lt;br /&gt;
| Virtual High-Power Net&lt;br /&gt;
| 150&lt;br /&gt;
| 2&lt;br /&gt;
| 702.000,0 Cr&lt;br /&gt;
408t Computers&lt;br /&gt;
| Generates 10 research points and increases the research each scientist produces by +2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined. Only ships upto 300 tons total mass.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be based on the market value of the design, plus an extra million credits.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38863</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38863"/>
		<updated>2014-01-08T10:38:55Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Ship Designs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Initial purchase cost of a ship design seems to be based on the market value of the design, plus an extra million credits.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38862</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38862"/>
		<updated>2014-01-08T10:37:57Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Ship Designs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined.&lt;br /&gt;
&lt;br /&gt;
You may also build individual equipment items by specifying &amp;quot;no hull&amp;quot; for a ship design.&lt;br /&gt;
&lt;br /&gt;
Purchase of a ship design seems to be based on the market value of the design, plus an extra million credits.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38861</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38861"/>
		<updated>2014-01-08T10:28:56Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */ Added Army Tower&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Army Tower&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
146t Hand Weapons&lt;br /&gt;
| Trains marines. Eliminates morale penalties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38852</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38852"/>
		<updated>2014-01-04T14:13:14Z</updated>

		<summary type="html">&lt;p&gt;Psylem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
==Ship Designs==&lt;br /&gt;
Once you have a Star Base constructed, you may queue up any of the ship designs you have defined.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38848</id>
		<title>Ulite: The Main Menu</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38848"/>
		<updated>2014-01-03T16:21:54Z</updated>

		<summary type="html">&lt;p&gt;Psylem: Filling in the section headings...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Main Menu==&lt;br /&gt;
&lt;br /&gt;
The main menu is always visible at the top of the screen with the following options:&lt;br /&gt;
* &amp;quot;Ship&amp;quot; - ship and flight&lt;br /&gt;
* &amp;quot;Market&amp;quot; - trade and manufacture&lt;br /&gt;
* &amp;quot;Player&amp;quot; - player-oriented pages&lt;br /&gt;
* &amp;quot;Messages&amp;quot; - in-game mailbox&lt;br /&gt;
* &amp;quot;Logout&amp;quot; - logout.&lt;br /&gt;
&lt;br /&gt;
The submenu will depend on selection of the corresponding main menu option.&lt;br /&gt;
&lt;br /&gt;
At the top of the window is some additional information, including the name of the currently logged in player (top left), the current server time on the 2nd Line, and on the right are a few useful links for the Ulite forum, the help, top 100 players and the stats page, as well as the tech tree.&lt;br /&gt;
&lt;br /&gt;
For players of previous versions that do not want to get used to the new menu system, there is the option &amp;quot;Display menubuttons&amp;quot; under Player Status, where you can choose the number of rows of menu buttons to be displayed. This is useful if untested browsers are used since the position of the buttons may be different from what's expected. The default menu structure consisting of the main and sub-menus is described here as the &amp;quot;Tree&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Some buttons only appear when certain conditions are met. You may toggle this behaviour with the Player Status page option &amp;quot;Always show all menu buttons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Just below the buttons there is a status line indicating the current state of the ship (type of flight with destination information, docked, floating, etc.). At the end of this same row to the right a few more links, namely the universe map (&amp;quot;Universe&amp;quot;), the local space map (&amp;quot;Map&amp;quot;) and the &amp;quot;Distance-List&amp;quot; which lists all systems within 40 light years to the current system.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
Default page when selecting &amp;quot;Ship&amp;quot; from the main menu is the &amp;quot;Flight&amp;quot; page.&lt;br /&gt;
&lt;br /&gt;
====Systems====&lt;br /&gt;
&lt;br /&gt;
First, to clarify: A flight to another system is a hyperspace flight (or interstellar flight). A flight within a system (such as from a point to a station) is a normal (or interplanetary) flight. The hyperspace flight can not be cancelled whereas a normal flight can. To fly somewhere, the target must be declared first. Once you have a target, you'll  get the option to actually initiate the flight. To be able to fly from one system to another system, the on-board computer must first be fed with data from the target system. Under this menu item all systems are listed that are currently reachable. The ship is capable of hyperspace travel only for a limited distance. This maximum distance is dependent on the ship's mass, the drive and from the available fuel.&lt;br /&gt;
&lt;br /&gt;
Within the Drive - Status section, the first item listed is the active drive. Thereafter, the Maximum Range as a function of ship mass and drive. If Maximum Range is 0 Lj (Lj = light-years, a measure of long distances), then either the drive is not functional (ie it needs to be repaired, see &amp;quot;Repair and Maintenance&amp;quot;), or there is no built-in drive. Following this is the Current Range depending on available fuel. There are three types of drives, the (classical) Hyperdrive, the Military Drive, and the Wrap Drive. The Hyperdrive requires Hydrogen Fuel, the Military Drive requires Military Fuel. Fuel consumption depends of the class of the drive (higher class drives consume much more fuel).&lt;br /&gt;
&lt;br /&gt;
The Navigation section lists the inhabited systems that are currently within range (this behaviour can be toggled to also include those which are uninhabited). Along with each system the following details are listed: sector, name, population class, the number of planets, planetary, and orbital number of stations, the distance to the current system and the required fuel to travel to the system. The setting to include uninhabited systems is also located within the Player Status screen (&amp;quot;Show all systems under target systems&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For uninhabited systems there is no population class, and these are dangerous to visit as often hostile ships will be waiting to shoot someone!&lt;br /&gt;
&lt;br /&gt;
Each system has the following buttons:&lt;br /&gt;
* Fly to system (green): The system is entered as the target system and the ship immediately enters hyperspace. The button will appear when you have enough fuel on board.&lt;br /&gt;
* Target system: The system is entered into the targeting computer, but no flight takes place yet. Under the &amp;quot;Flight&amp;quot; submenu, a button will allow you to hyperspace when you're ready.&lt;br /&gt;
&lt;br /&gt;
====The Map====&lt;br /&gt;
Directly below the navigation bar there is a link &amp;quot;Map&amp;quot; on the map of the current sector with its systems and the surrounding sectors. With this card, you can easily determine a route from one system to another. There are links around the map to navigate &amp;quot;One sector up&amp;quot;, &amp;quot;One sector down&amp;quot;, &amp;quot;One sector left&amp;quot; and &amp;quot;One sector right&amp;quot;. Similarly, the sector coordinates can be entered directly into the end of the URL in the web browser, eg. sector [2,-4]:&lt;br /&gt;
&lt;br /&gt;
'''map.php?map_x=2&amp;amp;map_y=-4'''&lt;br /&gt;
&lt;br /&gt;
Sector coordinates are always given as [x, y]. X is positive to the right and negative to the left, Y is positive increasing upward and negative downward. Inhabited systems are depicted white, while uninhabited systems are grey in color. The sectors are surrounded with green solid lines, the dotted lines have a distance of 2 Lj.&lt;br /&gt;
&lt;br /&gt;
The system 'Map' shows a perspective view of the three-dimensional universe. A system's Z coordinate is depicted with a vertical line and referred to as the &amp;quot;height&amp;quot; of the system. This line ends with a &amp;quot;flag&amp;quot; (small apparent thickening at the end), systems that have the flag on top, float above the map. Where the flag is down, they float below the map.&lt;br /&gt;
&lt;br /&gt;
The first time a system is explored it may take a while for the page to be generated. Just wait a while and try again. Repeatedly pressing on &amp;quot;Map&amp;quot; will bring the message &amp;quot;It is just expected&amp;quot;. If you see this message, just wait a while longer before refreshing the page.&lt;br /&gt;
&lt;br /&gt;
====The distance list====&lt;br /&gt;
The distance list provides a list of all systems, which is up to a distance of 40 light years from the current system. The list has two columns sorted by distance. Each entry lists: sector, name, distance and population class.&lt;br /&gt;
&lt;br /&gt;
====Auto Pilot====&lt;br /&gt;
Auto pilot is designed for long trips without human intervention by automatically hopping between several predetermined systems. To use this option the player needs to have purchased [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment.&lt;br /&gt;
&lt;br /&gt;
Here you program the trip one system at a time, selecting systems within maximum range of the ship for each leg of the journey. These intermediate systems are entered into the autopilot with the &amp;quot;Set System&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
As you add more systems you will see the total fuel requirement is calculated as long as the distance. You can delete entries to traverse an alternative route. You may start flying to any of the systems in the program with the &amp;quot;Fly to system&amp;quot; button, then hyperspace flight begins and you are committed to the route entered to reach the specified system.&lt;br /&gt;
&lt;br /&gt;
Once the program is entered or the journey begins, the final destination is specified under &amp;quot;Stations&amp;quot; submenu, and you can pick a station where you want to dock in the target system.&lt;br /&gt;
&lt;br /&gt;
Flight commences with &amp;quot;Fly to system&amp;quot; in &amp;quot;Auto Pilot&amp;quot;, or with &amp;quot;Fly to station&amp;quot; under &amp;quot;Stations&amp;quot;. The &amp;quot;Flight&amp;quot; screen then shows the same details as usual under the heading &amp;quot;Navigation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Auto pilot is also possible during a Convoy flight. Only the &amp;quot;Leader&amp;quot; requires [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment. However, take note: Each ship requires an appropriate supply of fuel. Be sure to review the fuel supplies of each ship in the convoy and refuel as required (use redistribution of fuel). The Auto Pilot screen ONLY lists statistics such as fuel consumption for the Leader ship, not the fuel consumption of the other ships. The time of arrival may be wrong. Arrival time only refers to a flight of the lead ship alone. Larger ships in the convoy may cause longer flight times than what is predicted by Auto Pilot as the convoy always flies at the speed of the slowest ship.&lt;br /&gt;
&lt;br /&gt;
====Stations====&lt;br /&gt;
Space stations are located on or in orbit around planets within an inhabited system. After a hyper jump you land somewhere in the target system, but then have to fly to a station. The stations and the planets of the target system are listed on the &amp;quot;Stations&amp;quot; screen. The screen lists the object position number (from inside to outside) of the planet, the planet name, the distance to the sun and respective stations and their positions (distance from the planet). A station may be on the surface of the planet - then it is a ground station - or has a certain distance to the planet, it's a space station. The stations can then be accessed with the buttons:&lt;br /&gt;
* Fly to the station: (orange) Returns the station as a destination station, and immediately flies off.This flight takes place in a normal room and can be interrupted any time by simply typing a different target.&lt;br /&gt;
* Target as destination: Targets this station as a destination, but doesn't start flight.&lt;br /&gt;
&lt;br /&gt;
Planetary information is available by clicking the link (the number/name of the planet).&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the system displayed is always the current &amp;quot;target&amp;quot;. One can therefore look at other systems using the system target functions. Furthermore, you can choose to target or fly to a station within your current/destination system at any time, even if you have already selected a station to fly to and later change your mind (this function is also available during hyperspace flight).&lt;br /&gt;
&lt;br /&gt;
====Flight====&lt;br /&gt;
&lt;br /&gt;
This screen details the current flight to the target system, target planet and allows a destination station to be specified. Similar functions are also listed on the &amp;quot;Systems&amp;quot;, &amp;quot;Stations&amp;quot; and &amp;quot;Objects&amp;quot; screens during flight. There are different colours for each of the options &amp;quot;Fly to system!,&amp;quot; &amp;quot;Fly to planet!&amp;quot; and &amp;quot;Fly to station!&amp;quot;. Furthermore, during interplanetary flight it's possible to view exact coordinates for the ship within the system, the speed of the ship, and possibly also the position and velocity of the target.&lt;br /&gt;
&lt;br /&gt;
In free space, it is also possible at any time to stop the ship (&amp;quot;Brake!&amp;quot; , green), or turn the engines off (&amp;quot;Engines off!&amp;quot;, orange).&lt;br /&gt;
&lt;br /&gt;
Attention, if you turn off the engines and the ship still has a velocity, it drifts further from the system, so it can be very difficult later to reach planets or stations.&lt;br /&gt;
&lt;br /&gt;
The final option available on this screen is to input specific target coordinates. Simply enter the coordinates in the line labelled &amp;quot;Enter&amp;quot; then click the &amp;quot;Fly to coordinates!&amp;quot; Button (green).&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
In each ship, a scanner is installed (not to be confused with the &amp;quot;Ship Scanner&amp;quot; in the equipment). This scanner detects objects in the current system.&lt;br /&gt;
&lt;br /&gt;
Any objects are listed under this menu item. All the planets and stations are listed in order of distance from the sun. Furthermore, there are also other objects such as other vessels or hyperspace clouds that occur when a ship has jumped recently into hyperspace, or when a ship is soon to come out of of hyperspace in this system. Foreign ships and hyperspace clouds can be investigated in more detail with special equipment.&lt;br /&gt;
&lt;br /&gt;
'''''Following paragraph translation is still not clear and requires further refinement'''''&lt;br /&gt;
&lt;br /&gt;
The scanner provides detailed analysis of an object only up to a distance of 100 AU, but can also locate objects that are farther away. Then there is a corresponding line of text as a last resort. Multiple scanners (up to 7) increase the range. A detail resolution are available with the first Radar Mapper within 15 AU. Additional Radar Mappers are unlimited, and range will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
====Crew====&lt;br /&gt;
&lt;br /&gt;
Larger ships require additional crew. Refer to the &amp;quot;Crew&amp;quot; column of the [[Ulite:_The Ships|The Ships]] page to determine how much crew each ship requires. Additional crew may be hired in the Bar (potential crew are known as &amp;quot;bored persons&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
The Skills region compares skills of the crew with that which is required to fly the ship (skills with * are player only skills).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Skill&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Engine&lt;br /&gt;
| Expected to be equal to the class of the ships drive. Additional skill points add 1% to maximum velocity.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Technics*&lt;br /&gt;
| Determines how fast hull damage can be repaired&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Offensive&lt;br /&gt;
| One weapon is allocated to each of the crew members in the top positions. Each crew should have skill equal to the &amp;quot;Optimal Skill&amp;quot; attribute of the weapon.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Defensive&lt;br /&gt;
| Sum of all active crew. Adds additional shield strength.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Leadership&lt;br /&gt;
| Sum of all active crew. Must be atleast twice the number of crew - 1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Navigation*&lt;br /&gt;
| If this skill is below the expected level for the current ship, interplanetary travel to stations will take longer as your hyperspace attempts are less precise.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Maneuverability*&lt;br /&gt;
| If this skill is below the expected level for the current ship, hull damage may be incurred when docking at stations.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Evasion&lt;br /&gt;
| Sum of all active crew. Decreases the % hit chance to your ship.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Convoy guidance*&lt;br /&gt;
| Determines how many ships may be included in any convoy the player may lead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crew list shows each crew member's skills, wages, next pay date/time and the &amp;quot;Skill-Increase during combat&amp;quot;. You may reorder crew position by modifying the listed sequence numbers and pressing the &amp;quot;Move&amp;quot; button (ensure you do not leave gaps in the sequence numbers of any &amp;quot;active&amp;quot; crew positions or you wont be able to fly). The &amp;quot;Catch up!&amp;quot; button will automatically fill any holes. If you are docked at a station, you can also &amp;quot;Dismiss&amp;quot; crew you no longer want.&lt;br /&gt;
&lt;br /&gt;
Occasionally crew will request a pay increase. In which case a region will appear on the page to manage these requests. If you neglect crew wage demands for too long, they may leave.&lt;br /&gt;
&lt;br /&gt;
When established as part of a convoy, you may also select crew to move into a convoy vessel.&lt;br /&gt;
&lt;br /&gt;
====Convoy====&lt;br /&gt;
&lt;br /&gt;
A convoy is established by the convoy leader. Large convoys may contain a nested command structure of additional convoys. Generally your first exposure to convoys will be that of a convoy participant during early military missions, not that of the leader.&lt;br /&gt;
&lt;br /&gt;
=====Command structure=====&lt;br /&gt;
In a simple convoy there is one leader and at least one subordinate participant. The leader controls the flight and the participant comes along for the ride. As mentioned however, it's possible to create a tree command structure for your convoy by inviting leaders of multiple additional convoys to join. There are restrictions on the overall tree structure in that it's limited to a depth of three levels. The top level is obviously restricted to a single convoy leader. Level two may consist of up to 10 &amp;quot;supervisors&amp;quot; the 3rd level is restricted to 30 additional participants.&lt;br /&gt;
&lt;br /&gt;
Convoy leader has the control over flight and combat of the convoy. Supervisors have control over distribution of goods between ships&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;. The leader is of course also going to be a supervisor over at least one convoy participant.&lt;br /&gt;
&lt;br /&gt;
The recruitment process is as follows: A ship of the convoy sends a request to the anzuheuernde&amp;lt;sup&amp;gt;[leader?]&amp;lt;/sup&amp;gt; ship. The dude that gets the request confirms it&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Invited ships may be up to 10 km away. They then appear under &amp;quot;convoy&amp;quot; in the list, besides also the button &amp;quot;Request&amp;quot;. The request is a standard message which the other ship receives immediately. The player then has when viewing the message the opportunity to accept the request (&amp;quot;Answer&amp;quot;). After accepting the ship appears on the &amp;quot;convoy&amp;quot; page in the first list under &amp;quot;Ships in the current convoy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Leaving the convoy is possible in several ways. The first way is simple to depend on his own request, relative to the corresponding button &amp;quot;I depend!&amp;quot; In &amp;quot;convoy&amp;quot; (upper list) is possible. When a supervisor of an additional ships leaves a larger convoy, the supervisors convoy remains intact.&lt;br /&gt;
&lt;br /&gt;
The second option is to simply to initiate a flight before the convoy leader initiates one. In this case, if the defecting ship is a supervisor of a smaller convoy, they obviously take their convoy with them.&lt;br /&gt;
&lt;br /&gt;
=====Battle structure=====&lt;br /&gt;
&lt;br /&gt;
''''' This section requires rewrite once confirmed '''''&lt;br /&gt;
&lt;br /&gt;
In the case of the attack, the battle structure is essential. This is automatically assumed in a fight and can not be influenced directly by the player. All ships of a convoy have the opportunity to fire a shot in each experiment. Attacked is always the ship, which has the strongest firearm and of which, in turn, is the largest. ATTENTION! From this scheme can be waived if you fight against players. We have the ability to adjust their speed dial.&lt;br /&gt;
&lt;br /&gt;
The menu item convoy contains two lists: the list of ships in the current convoy, and the list of ships that are near to be recruited. A ship itself is considered here as a convoy.&lt;br /&gt;
In the first list is specified: Reg no. the ship, the type of vessel and its mass, the actual propulsion of the ship, and the maximum current range, the strongest firearm, player name, and the ship on which the ship depends (in brackets the position of the vessel).&lt;br /&gt;
Reload&lt;br /&gt;
&lt;br /&gt;
In a convoy, it is also possible to provide specific goods and equipment for the ships present are available. The respective objects are easily moved from one ship to another. For this purpose, the target ship must of course provide the appropriate clearance available. The player must simply with the ship, which has the objects in the corresponding ship in a convoy in the numbers field the required number entered next to select the objects. By &amp;quot;reload&amp;quot; the action is made. Money is displaced none, that's up to the players. This provides a simple solution for players is created, the mistake in an uninhabited system or in a system with ground stations but with a ship without Atmos. Flew shield (or similar).&lt;br /&gt;
&lt;br /&gt;
In the presence of an autopilot is no maximum range. It is because only the current range will be about the actual range of the ship, depending on the supply of fuel, go.&lt;br /&gt;
&lt;br /&gt;
=====Wrap-convoy=====&lt;br /&gt;
&lt;br /&gt;
When using a wrap-drive, the leader of the herd must provide all required energy. Energy requirements are based on the total tonnage of the convoy.&lt;br /&gt;
&lt;br /&gt;
====Configuration====&lt;br /&gt;
&lt;br /&gt;
The top section of this page lists all the details of your current ship.  Then there are two further sections: ship configuration and combat configuration.&lt;br /&gt;
&lt;br /&gt;
=====Ship Configuration=====&lt;br /&gt;
&lt;br /&gt;
Here you can mount alternative engines and guns (it's worth checking here when you buy new engines or guns that they have been automatically mounted correctly).&lt;br /&gt;
&lt;br /&gt;
=====Combat Configuration=====&lt;br /&gt;
&lt;br /&gt;
This section determines behaviour during a combat event. &lt;br /&gt;
&lt;br /&gt;
* Flee at .. % Player's hull condition&lt;br /&gt;
* Hyperspace at .. % Player's hull condition (if an Emergency Hyperdrive is installed)&lt;br /&gt;
* Firing Missile at .. % Player's hull condition&lt;br /&gt;
* Bomb until .. % Target station condition&lt;br /&gt;
* Target selection 1-3 .. Target ship selection priorities when engaging with a convoy/multiple enemy ships&lt;br /&gt;
&lt;br /&gt;
Flee ends the fight, and continues as planned. When a defender attempts to flee, the attacker will continue to pursue possibly triggering another combat event if and when the attacker catches up.&lt;br /&gt;
&lt;br /&gt;
Emergency Hyperdrive also finished the fight, but one is placed into hyperspace. The target is the nearest inhabited system. The flight is slow, but sometimes the last resort.&lt;br /&gt;
&lt;br /&gt;
Warning: neither Flee nor Emergency Hyperdrive is possible if the opponent possesses a Hyperfield Dissipator, as any escape from a fight at least one micro-Hyper-or wrap-hop is&amp;lt;sup&amp;gt;[WAT?]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
===Market===&lt;br /&gt;
&lt;br /&gt;
====Goods====&lt;br /&gt;
&lt;br /&gt;
====Equipment====&lt;br /&gt;
&lt;br /&gt;
====Rep. and Maintenance====&lt;br /&gt;
&lt;br /&gt;
====Production====&lt;br /&gt;
&lt;br /&gt;
====Ships====&lt;br /&gt;
&lt;br /&gt;
====Bar====&lt;br /&gt;
&lt;br /&gt;
===Player===&lt;br /&gt;
&lt;br /&gt;
====Private Stations====&lt;br /&gt;
&lt;br /&gt;
====Research====&lt;br /&gt;
&lt;br /&gt;
====Comm====&lt;br /&gt;
&lt;br /&gt;
====Missions====&lt;br /&gt;
&lt;br /&gt;
====Alliance====&lt;br /&gt;
&lt;br /&gt;
====Status====&lt;br /&gt;
&lt;br /&gt;
====Fleets&amp;lt;sup&amp;gt;[?]&amp;lt;/sup&amp;gt;====&lt;br /&gt;
&lt;br /&gt;
====Ship Design====&lt;br /&gt;
&lt;br /&gt;
===Messages===&lt;br /&gt;
&lt;br /&gt;
===Logout===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38847</id>
		<title>Ulite: The Main Menu</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38847"/>
		<updated>2014-01-03T16:04:55Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* The Main Menu */ resorted to h4 to correctly nest headings for the Ship submenus&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Main Menu==&lt;br /&gt;
&lt;br /&gt;
The main menu is always visible at the top of the screen with the following options:&lt;br /&gt;
* &amp;quot;Ship&amp;quot; - ship and flight&lt;br /&gt;
* &amp;quot;Market&amp;quot; - trade and manufacture&lt;br /&gt;
* &amp;quot;Player&amp;quot; - player-oriented pages&lt;br /&gt;
* &amp;quot;Messages&amp;quot; - in-game mailbox&lt;br /&gt;
* &amp;quot;Logout&amp;quot; - logout.&lt;br /&gt;
&lt;br /&gt;
The submenu will depend on selection of the corresponding main menu option.&lt;br /&gt;
&lt;br /&gt;
At the top of the window is some additional information, including the name of the currently logged in player (top left), the current server time on the 2nd Line, and on the right are a few useful links for the Ulite forum, the help, top 100 players and the stats page, as well as the tech tree.&lt;br /&gt;
&lt;br /&gt;
For players of previous versions that do not want to get used to the new menu system, there is the option &amp;quot;Display menubuttons&amp;quot; under Player Status, where you can choose the number of rows of menu buttons to be displayed. This is useful if untested browsers are used since the position of the buttons may be different from what's expected. The default menu structure consisting of the main and sub-menus is described here as the &amp;quot;Tree&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Some buttons only appear when certain conditions are met. You may toggle this behaviour with the Player Status page option &amp;quot;Always show all menu buttons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Just below the buttons there is a status line indicating the current state of the ship (type of flight with destination information, docked, floating, etc.). At the end of this same row to the right a few more links, namely the universe map (&amp;quot;Universe&amp;quot;), the local space map (&amp;quot;Map&amp;quot;) and the &amp;quot;Distance-List&amp;quot; which lists all systems within 40 light years to the current system.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
Default page when selecting &amp;quot;Ship&amp;quot; from the main menu is the &amp;quot;Flight&amp;quot; page.&lt;br /&gt;
&lt;br /&gt;
====Systems====&lt;br /&gt;
&lt;br /&gt;
First, to clarify: A flight to another system is a hyperspace flight (or interstellar flight). A flight within a system (such as from a point to a station) is a normal (or interplanetary) flight. The hyperspace flight can not be cancelled whereas a normal flight can. To fly somewhere, the target must be declared first. Once you have a target, you'll  get the option to actually initiate the flight. To be able to fly from one system to another system, the on-board computer must first be fed with data from the target system. Under this menu item all systems are listed that are currently reachable. The ship is capable of hyperspace travel only for a limited distance. This maximum distance is dependent on the ship's mass, the drive and from the available fuel.&lt;br /&gt;
&lt;br /&gt;
Within the Drive - Status section, the first item listed is the active drive. Thereafter, the Maximum Range as a function of ship mass and drive. If Maximum Range is 0 Lj (Lj = light-years, a measure of long distances), then either the drive is not functional (ie it needs to be repaired, see &amp;quot;Repair and Maintenance&amp;quot;), or there is no built-in drive. Following this is the Current Range depending on available fuel. There are three types of drives, the (classical) Hyperdrive, the Military Drive, and the Wrap Drive. The Hyperdrive requires Hydrogen Fuel, the Military Drive requires Military Fuel. Fuel consumption depends of the class of the drive (higher class drives consume much more fuel).&lt;br /&gt;
&lt;br /&gt;
The Navigation section lists the inhabited systems that are currently within range (this behaviour can be toggled to also include those which are uninhabited). Along with each system the following details are listed: sector, name, population class, the number of planets, planetary, and orbital number of stations, the distance to the current system and the required fuel to travel to the system. The setting to include uninhabited systems is also located within the Player Status screen (&amp;quot;Show all systems under target systems&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For uninhabited systems there is no population class, and these are dangerous to visit as often hostile ships will be waiting to shoot someone!&lt;br /&gt;
&lt;br /&gt;
Each system has the following buttons:&lt;br /&gt;
* Fly to system (green): The system is entered as the target system and the ship immediately enters hyperspace. The button will appear when you have enough fuel on board.&lt;br /&gt;
* Target system: The system is entered into the targeting computer, but no flight takes place yet. Under the &amp;quot;Flight&amp;quot; submenu, a button will allow you to hyperspace when you're ready.&lt;br /&gt;
&lt;br /&gt;
====The Map====&lt;br /&gt;
Directly below the navigation bar there is a link &amp;quot;Map&amp;quot; on the map of the current sector with its systems and the surrounding sectors. With this card, you can easily determine a route from one system to another. There are links around the map to navigate &amp;quot;One sector up&amp;quot;, &amp;quot;One sector down&amp;quot;, &amp;quot;One sector left&amp;quot; and &amp;quot;One sector right&amp;quot;. Similarly, the sector coordinates can be entered directly into the end of the URL in the web browser, eg. sector [2,-4]:&lt;br /&gt;
&lt;br /&gt;
'''map.php?map_x=2&amp;amp;map_y=-4'''&lt;br /&gt;
&lt;br /&gt;
Sector coordinates are always given as [x, y]. X is positive to the right and negative to the left, Y is positive increasing upward and negative downward. Inhabited systems are depicted white, while uninhabited systems are grey in color. The sectors are surrounded with green solid lines, the dotted lines have a distance of 2 Lj.&lt;br /&gt;
&lt;br /&gt;
The system 'Map' shows a perspective view of the three-dimensional universe. A system's Z coordinate is depicted with a vertical line and referred to as the &amp;quot;height&amp;quot; of the system. This line ends with a &amp;quot;flag&amp;quot; (small apparent thickening at the end), systems that have the flag on top, float above the map. Where the flag is down, they float below the map.&lt;br /&gt;
&lt;br /&gt;
The first time a system is explored it may take a while for the page to be generated. Just wait a while and try again. Repeatedly pressing on &amp;quot;Map&amp;quot; will bring the message &amp;quot;It is just expected&amp;quot;. If you see this message, just wait a while longer before refreshing the page.&lt;br /&gt;
&lt;br /&gt;
====The distance list====&lt;br /&gt;
The distance list provides a list of all systems, which is up to a distance of 40 light years from the current system. The list has two columns sorted by distance. Each entry lists: sector, name, distance and population class.&lt;br /&gt;
&lt;br /&gt;
====Auto Pilot====&lt;br /&gt;
Auto pilot is designed for long trips without human intervention by automatically hopping between several predetermined systems. To use this option the player needs to have purchased [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment.&lt;br /&gt;
&lt;br /&gt;
Here you program the trip one system at a time, selecting systems within maximum range of the ship for each leg of the journey. These intermediate systems are entered into the autopilot with the &amp;quot;Set System&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
As you add more systems you will see the total fuel requirement is calculated as long as the distance. You can delete entries to traverse an alternative route. You may start flying to any of the systems in the program with the &amp;quot;Fly to system&amp;quot; button, then hyperspace flight begins and you are committed to the route entered to reach the specified system.&lt;br /&gt;
&lt;br /&gt;
Once the program is entered or the journey begins, the final destination is specified under &amp;quot;Stations&amp;quot; submenu, and you can pick a station where you want to dock in the target system.&lt;br /&gt;
&lt;br /&gt;
Flight commences with &amp;quot;Fly to system&amp;quot; in &amp;quot;Auto Pilot&amp;quot;, or with &amp;quot;Fly to station&amp;quot; under &amp;quot;Stations&amp;quot;. The &amp;quot;Flight&amp;quot; screen then shows the same details as usual under the heading &amp;quot;Navigation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Auto pilot is also possible during a Convoy flight. Only the &amp;quot;Leader&amp;quot; requires [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment. However, take note: Each ship requires an appropriate supply of fuel. Be sure to review the fuel supplies of each ship in the convoy and refuel as required (use redistribution of fuel). The Auto Pilot screen ONLY lists statistics such as fuel consumption for the Leader ship, not the fuel consumption of the other ships. The time of arrival may be wrong. Arrival time only refers to a flight of the lead ship alone. Larger ships in the convoy may cause longer flight times than what is predicted by Auto Pilot as the convoy always flies at the speed of the slowest ship.&lt;br /&gt;
&lt;br /&gt;
====Stations====&lt;br /&gt;
Space stations are located on or in orbit around planets within an inhabited system. After a hyper jump you land somewhere in the target system, but then have to fly to a station. The stations and the planets of the target system are listed on the &amp;quot;Stations&amp;quot; screen. The screen lists the object position number (from inside to outside) of the planet, the planet name, the distance to the sun and respective stations and their positions (distance from the planet). A station may be on the surface of the planet - then it is a ground station - or has a certain distance to the planet, it's a space station. The stations can then be accessed with the buttons:&lt;br /&gt;
* Fly to the station: (orange) Returns the station as a destination station, and immediately flies off.This flight takes place in a normal room and can be interrupted any time by simply typing a different target.&lt;br /&gt;
* Target as destination: Targets this station as a destination, but doesn't start flight.&lt;br /&gt;
&lt;br /&gt;
Planetary information is available by clicking the link (the number/name of the planet).&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the system displayed is always the current &amp;quot;target&amp;quot;. One can therefore look at other systems using the system target functions. Furthermore, you can choose to target or fly to a station within your current/destination system at any time, even if you have already selected a station to fly to and later change your mind (this function is also available during hyperspace flight).&lt;br /&gt;
&lt;br /&gt;
====Flight====&lt;br /&gt;
&lt;br /&gt;
This screen details the current flight to the target system, target planet and allows a destination station to be specified. Similar functions are also listed on the &amp;quot;Systems&amp;quot;, &amp;quot;Stations&amp;quot; and &amp;quot;Objects&amp;quot; screens during flight. There are different colours for each of the options &amp;quot;Fly to system!,&amp;quot; &amp;quot;Fly to planet!&amp;quot; and &amp;quot;Fly to station!&amp;quot;. Furthermore, during interplanetary flight it's possible to view exact coordinates for the ship within the system, the speed of the ship, and possibly also the position and velocity of the target.&lt;br /&gt;
&lt;br /&gt;
In free space, it is also possible at any time to stop the ship (&amp;quot;Brake!&amp;quot; , green), or turn the engines off (&amp;quot;Engines off!&amp;quot;, orange).&lt;br /&gt;
&lt;br /&gt;
Attention, if you turn off the engines and the ship still has a velocity, it drifts further from the system, so it can be very difficult later to reach planets or stations.&lt;br /&gt;
&lt;br /&gt;
The final option available on this screen is to input specific target coordinates. Simply enter the coordinates in the line labelled &amp;quot;Enter&amp;quot; then click the &amp;quot;Fly to coordinates!&amp;quot; Button (green).&lt;br /&gt;
&lt;br /&gt;
====Objects====&lt;br /&gt;
&lt;br /&gt;
In each ship, a scanner is installed (not to be confused with the &amp;quot;Ship Scanner&amp;quot; in the equipment). This scanner detects objects in the current system.&lt;br /&gt;
&lt;br /&gt;
Any objects are listed under this menu item. All the planets and stations are listed in order of distance from the sun. Furthermore, there are also other objects such as other vessels or hyperspace clouds that occur when a ship has jumped recently into hyperspace, or when a ship is soon to come out of of hyperspace in this system. Foreign ships and hyperspace clouds can be investigated in more detail with special equipment.&lt;br /&gt;
&lt;br /&gt;
'''''Following paragraph translation is still not clear and requires further refinement'''''&lt;br /&gt;
&lt;br /&gt;
The scanner provides detailed analysis of an object only up to a distance of 100 AU, but can also locate objects that are farther away. Then there is a corresponding line of text as a last resort. Multiple scanners (up to 7) increase the range. A detail resolution are available with the first Radar Mapper within 15 AU. Additional Radar Mappers are unlimited, and range will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
====Crew====&lt;br /&gt;
&lt;br /&gt;
Larger ships require additional crew. Refer to the &amp;quot;Crew&amp;quot; column of the [[Ulite:_The Ships|The Ships]] page to determine how much crew each ship requires. Additional crew may be hired in the Bar (potential crew are known as &amp;quot;bored persons&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
The Skills region compares skills of the crew with that which is required to fly the ship (skills with * are player only skills).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Skill&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Engine&lt;br /&gt;
| Expected to be equal to the class of the ships drive. Additional skill points add 1% to maximum velocity.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Technics*&lt;br /&gt;
| Determines how fast hull damage can be repaired&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Offensive&lt;br /&gt;
| One weapon is allocated to each of the crew members in the top positions. Each crew should have skill equal to the &amp;quot;Optimal Skill&amp;quot; attribute of the weapon.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Defensive&lt;br /&gt;
| Sum of all active crew. Adds additional shield strength.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Leadership&lt;br /&gt;
| Sum of all active crew. Must be atleast twice the number of crew - 1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Navigation*&lt;br /&gt;
| If this skill is below the expected level for the current ship, interplanetary travel to stations will take longer as your hyperspace attempts are less precise.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Maneuverability*&lt;br /&gt;
| If this skill is below the expected level for the current ship, hull damage may be incurred when docking at stations.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Evasion&lt;br /&gt;
| Sum of all active crew. Decreases the % hit chance to your ship.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Convoy guidance*&lt;br /&gt;
| Determines how many ships may be included in any convoy the player may lead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crew list shows each crew member's skills, wages, next pay date/time and the &amp;quot;Skill-Increase during combat&amp;quot;. You may reorder crew position by modifying the listed sequence numbers and pressing the &amp;quot;Move&amp;quot; button (ensure you do not leave gaps in the sequence numbers of any &amp;quot;active&amp;quot; crew positions or you wont be able to fly). The &amp;quot;Catch up!&amp;quot; button will automatically fill any holes. If you are docked at a station, you can also &amp;quot;Dismiss&amp;quot; crew you no longer want.&lt;br /&gt;
&lt;br /&gt;
Occasionally crew will request a pay increase. In which case a region will appear on the page to manage these requests. If you neglect crew wage demands for too long, they may leave.&lt;br /&gt;
&lt;br /&gt;
When established as part of a convoy, you may also select crew to move into a convoy vessel.&lt;br /&gt;
&lt;br /&gt;
====Convoy====&lt;br /&gt;
&lt;br /&gt;
A convoy is established by the convoy leader. Large convoys may contain a nested command structure of additional convoys. Generally your first exposure to convoys will be that of a convoy participant during early military missions, not that of the leader.&lt;br /&gt;
&lt;br /&gt;
=====Command structure=====&lt;br /&gt;
In a simple convoy there is one leader and at least one subordinate participant. The leader controls the flight and the participant comes along for the ride. As mentioned however, it's possible to create a tree command structure for your convoy by inviting leaders of multiple additional convoys to join. There are restrictions on the overall tree structure in that it's limited to a depth of three levels. The top level is obviously restricted to a single convoy leader. Level two may consist of up to 10 &amp;quot;supervisors&amp;quot; the 3rd level is restricted to 30 additional participants.&lt;br /&gt;
&lt;br /&gt;
Convoy leader has the control over flight and combat of the convoy. Supervisors have control over distribution of goods between ships&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;. The leader is of course also going to be a supervisor over at least one convoy participant.&lt;br /&gt;
&lt;br /&gt;
The recruitment process is as follows: A ship of the convoy sends a request to the anzuheuernde&amp;lt;sup&amp;gt;[leader?]&amp;lt;/sup&amp;gt; ship. The dude that gets the request confirms it&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Invited ships may be up to 10 km away. They then appear under &amp;quot;convoy&amp;quot; in the list, besides also the button &amp;quot;Request&amp;quot;. The request is a standard message which the other ship receives immediately. The player then has when viewing the message the opportunity to accept the request (&amp;quot;Answer&amp;quot;). After accepting the ship appears on the &amp;quot;convoy&amp;quot; page in the first list under &amp;quot;Ships in the current convoy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Leaving the convoy is possible in several ways. The first way is simple to depend on his own request, relative to the corresponding button &amp;quot;I depend!&amp;quot; In &amp;quot;convoy&amp;quot; (upper list) is possible. When a supervisor of an additional ships leaves a larger convoy, the supervisors convoy remains intact.&lt;br /&gt;
&lt;br /&gt;
The second option is to simply to initiate a flight before the convoy leader initiates one. In this case, if the defecting ship is a supervisor of a smaller convoy, they obviously take their convoy with them.&lt;br /&gt;
&lt;br /&gt;
=====Battle structure=====&lt;br /&gt;
&lt;br /&gt;
''''' This section requires rewrite once confirmed '''''&lt;br /&gt;
&lt;br /&gt;
In the case of the attack, the battle structure is essential. This is automatically assumed in a fight and can not be influenced directly by the player. All ships of a convoy have the opportunity to fire a shot in each experiment. Attacked is always the ship, which has the strongest firearm and of which, in turn, is the largest. ATTENTION! From this scheme can be waived if you fight against players. We have the ability to adjust their speed dial.&lt;br /&gt;
&lt;br /&gt;
The menu item convoy contains two lists: the list of ships in the current convoy, and the list of ships that are near to be recruited. A ship itself is considered here as a convoy.&lt;br /&gt;
In the first list is specified: Reg no. the ship, the type of vessel and its mass, the actual propulsion of the ship, and the maximum current range, the strongest firearm, player name, and the ship on which the ship depends (in brackets the position of the vessel).&lt;br /&gt;
Reload&lt;br /&gt;
&lt;br /&gt;
In a convoy, it is also possible to provide specific goods and equipment for the ships present are available. The respective objects are easily moved from one ship to another. For this purpose, the target ship must of course provide the appropriate clearance available. The player must simply with the ship, which has the objects in the corresponding ship in a convoy in the numbers field the required number entered next to select the objects. By &amp;quot;reload&amp;quot; the action is made. Money is displaced none, that's up to the players. This provides a simple solution for players is created, the mistake in an uninhabited system or in a system with ground stations but with a ship without Atmos. Flew shield (or similar).&lt;br /&gt;
&lt;br /&gt;
In the presence of an autopilot is no maximum range. It is because only the current range will be about the actual range of the ship, depending on the supply of fuel, go.&lt;br /&gt;
&lt;br /&gt;
=====Wrap-convoy=====&lt;br /&gt;
&lt;br /&gt;
When using a wrap-drive, the leader of the herd must provide all required energy. Energy requirements are based on the total tonnage of the convoy.&lt;br /&gt;
&lt;br /&gt;
====Configuration====&lt;br /&gt;
&lt;br /&gt;
The top section of this page lists all the details of your current ship.  Then there are two further sections: ship configuration and combat configuration.&lt;br /&gt;
&lt;br /&gt;
=====Ship Configuration=====&lt;br /&gt;
&lt;br /&gt;
Here you can mount alternative engines and guns (it's worth checking here when you buy new engines or guns that they have been automatically mounted correctly).&lt;br /&gt;
&lt;br /&gt;
=====Combat Configuration=====&lt;br /&gt;
&lt;br /&gt;
This section determines behaviour during a combat event. &lt;br /&gt;
&lt;br /&gt;
* Flee at .. % Player's hull condition&lt;br /&gt;
* Hyperspace at .. % Player's hull condition (if an Emergency Hyperdrive is installed)&lt;br /&gt;
* Firing Missile at .. % Player's hull condition&lt;br /&gt;
* Bomb until .. % Target station condition&lt;br /&gt;
* Target selection 1-3 .. Target ship selection priorities when engaging with a convoy/multiple enemy ships&lt;br /&gt;
&lt;br /&gt;
Flee ends the fight, and continues as planned. When a defender attempts to flee, the attacker will continue to pursue possibly triggering another combat event if and when the attacker catches up.&lt;br /&gt;
&lt;br /&gt;
Emergency Hyperdrive also finished the fight, but one is placed into hyperspace. The target is the nearest inhabited system. The flight is slow, but sometimes the last resort.&lt;br /&gt;
&lt;br /&gt;
Warning: neither Flee nor Emergency Hyperdrive is possible if the opponent possesses a Hyperfield Dissipator, as any escape from a fight at least one micro-Hyper-or wrap-hop is&amp;lt;sup&amp;gt;[WAT?]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38846</id>
		<title>Ulite: The Main Menu</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38846"/>
		<updated>2014-01-03T16:01:44Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Convoy */ more obvious sub headings&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Main Menu==&lt;br /&gt;
&lt;br /&gt;
The main menu is always visible at the top of the screen with the following options:&lt;br /&gt;
* &amp;quot;Ship&amp;quot; - ship and flight&lt;br /&gt;
* &amp;quot;Market&amp;quot; - trade and manufacture&lt;br /&gt;
* &amp;quot;Player&amp;quot; - player-oriented pages&lt;br /&gt;
* &amp;quot;Messages&amp;quot; - in-game mailbox&lt;br /&gt;
* &amp;quot;Logout&amp;quot; - logout.&lt;br /&gt;
&lt;br /&gt;
The submenu will depend on selection of the corresponding main menu option.&lt;br /&gt;
&lt;br /&gt;
At the top of the window is some additional information, including the name of the currently logged in player (top left), the current server time on the 2nd Line, and on the right are a few useful links for the Ulite forum, the help, top 100 players and the stats page, as well as the tech tree.&lt;br /&gt;
&lt;br /&gt;
For players of previous versions that do not want to get used to the new menu system, there is the option &amp;quot;Display menubuttons&amp;quot; under Player Status, where you can choose the number of rows of menu buttons to be displayed. This is useful if untested browsers are used since the position of the buttons may be different from what's expected. The default menu structure consisting of the main and sub-menus is described here as the &amp;quot;Tree&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Some buttons only appear when certain conditions are met. You may toggle this behaviour with the Player Status page option &amp;quot;Always show all menu buttons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Just below the buttons there is a status line indicating the current state of the ship (type of flight with destination information, docked, floating, etc.). At the end of this same row to the right a few more links, namely the universe map (&amp;quot;Universe&amp;quot;), the local space map (&amp;quot;Map&amp;quot;) and the &amp;quot;Distance-List&amp;quot; which lists all systems within 40 light years to the current system.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
Default page when selecting &amp;quot;Ship&amp;quot; from the main menu is the &amp;quot;Flight&amp;quot; page.&lt;br /&gt;
&lt;br /&gt;
===Systems===&lt;br /&gt;
&lt;br /&gt;
First, to clarify: A flight to another system is a hyperspace flight (or interstellar flight). A flight within a system (such as from a point to a station) is a normal (or interplanetary) flight. The hyperspace flight can not be cancelled whereas a normal flight can. To fly somewhere, the target must be declared first. Once you have a target, you'll  get the option to actually initiate the flight. To be able to fly from one system to another system, the on-board computer must first be fed with data from the target system. Under this menu item all systems are listed that are currently reachable. The ship is capable of hyperspace travel only for a limited distance. This maximum distance is dependent on the ship's mass, the drive and from the available fuel.&lt;br /&gt;
&lt;br /&gt;
Within the Drive - Status section, the first item listed is the active drive. Thereafter, the Maximum Range as a function of ship mass and drive. If Maximum Range is 0 Lj (Lj = light-years, a measure of long distances), then either the drive is not functional (ie it needs to be repaired, see &amp;quot;Repair and Maintenance&amp;quot;), or there is no built-in drive. Following this is the Current Range depending on available fuel. There are three types of drives, the (classical) Hyperdrive, the Military Drive, and the Wrap Drive. The Hyperdrive requires Hydrogen Fuel, the Military Drive requires Military Fuel. Fuel consumption depends of the class of the drive (higher class drives consume much more fuel).&lt;br /&gt;
&lt;br /&gt;
The Navigation section lists the inhabited systems that are currently within range (this behaviour can be toggled to also include those which are uninhabited). Along with each system the following details are listed: sector, name, population class, the number of planets, planetary, and orbital number of stations, the distance to the current system and the required fuel to travel to the system. The setting to include uninhabited systems is also located within the Player Status screen (&amp;quot;Show all systems under target systems&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For uninhabited systems there is no population class, and these are dangerous to visit as often hostile ships will be waiting to shoot someone!&lt;br /&gt;
&lt;br /&gt;
Each system has the following buttons:&lt;br /&gt;
* Fly to system (green): The system is entered as the target system and the ship immediately enters hyperspace. The button will appear when you have enough fuel on board.&lt;br /&gt;
* Target system: The system is entered into the targeting computer, but no flight takes place yet. Under the &amp;quot;Flight&amp;quot; submenu, a button will allow you to hyperspace when you're ready.&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
Directly below the navigation bar there is a link &amp;quot;Map&amp;quot; on the map of the current sector with its systems and the surrounding sectors. With this card, you can easily determine a route from one system to another. There are links around the map to navigate &amp;quot;One sector up&amp;quot;, &amp;quot;One sector down&amp;quot;, &amp;quot;One sector left&amp;quot; and &amp;quot;One sector right&amp;quot;. Similarly, the sector coordinates can be entered directly into the end of the URL in the web browser, eg. sector [2,-4]:&lt;br /&gt;
&lt;br /&gt;
'''map.php?map_x=2&amp;amp;map_y=-4'''&lt;br /&gt;
&lt;br /&gt;
Sector coordinates are always given as [x, y]. X is positive to the right and negative to the left, Y is positive increasing upward and negative downward. Inhabited systems are depicted white, while uninhabited systems are grey in color. The sectors are surrounded with green solid lines, the dotted lines have a distance of 2 Lj.&lt;br /&gt;
&lt;br /&gt;
The system 'Map' shows a perspective view of the three-dimensional universe. A system's Z coordinate is depicted with a vertical line and referred to as the &amp;quot;height&amp;quot; of the system. This line ends with a &amp;quot;flag&amp;quot; (small apparent thickening at the end), systems that have the flag on top, float above the map. Where the flag is down, they float below the map.&lt;br /&gt;
&lt;br /&gt;
The first time a system is explored it may take a while for the page to be generated. Just wait a while and try again. Repeatedly pressing on &amp;quot;Map&amp;quot; will bring the message &amp;quot;It is just expected&amp;quot;. If you see this message, just wait a while longer before refreshing the page.&lt;br /&gt;
&lt;br /&gt;
===The distance list===&lt;br /&gt;
The distance list provides a list of all systems, which is up to a distance of 40 light years from the current system. The list has two columns sorted by distance. Each entry lists: sector, name, distance and population class.&lt;br /&gt;
&lt;br /&gt;
===Auto Pilot===&lt;br /&gt;
Auto pilot is designed for long trips without human intervention by automatically hopping between several predetermined systems. To use this option the player needs to have purchased [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment.&lt;br /&gt;
&lt;br /&gt;
Here you program the trip one system at a time, selecting systems within maximum range of the ship for each leg of the journey. These intermediate systems are entered into the autopilot with the &amp;quot;Set System&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
As you add more systems you will see the total fuel requirement is calculated as long as the distance. You can delete entries to traverse an alternative route. You may start flying to any of the systems in the program with the &amp;quot;Fly to system&amp;quot; button, then hyperspace flight begins and you are committed to the route entered to reach the specified system.&lt;br /&gt;
&lt;br /&gt;
Once the program is entered or the journey begins, the final destination is specified under &amp;quot;Stations&amp;quot; submenu, and you can pick a station where you want to dock in the target system.&lt;br /&gt;
&lt;br /&gt;
Flight commences with &amp;quot;Fly to system&amp;quot; in &amp;quot;Auto Pilot&amp;quot;, or with &amp;quot;Fly to station&amp;quot; under &amp;quot;Stations&amp;quot;. The &amp;quot;Flight&amp;quot; screen then shows the same details as usual under the heading &amp;quot;Navigation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Auto pilot is also possible during a Convoy flight. Only the &amp;quot;Leader&amp;quot; requires [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment. However, take note: Each ship requires an appropriate supply of fuel. Be sure to review the fuel supplies of each ship in the convoy and refuel as required (use redistribution of fuel). The Auto Pilot screen ONLY lists statistics such as fuel consumption for the Leader ship, not the fuel consumption of the other ships. The time of arrival may be wrong. Arrival time only refers to a flight of the lead ship alone. Larger ships in the convoy may cause longer flight times than what is predicted by Auto Pilot as the convoy always flies at the speed of the slowest ship.&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
Space stations are located on or in orbit around planets within an inhabited system. After a hyper jump you land somewhere in the target system, but then have to fly to a station. The stations and the planets of the target system are listed on the &amp;quot;Stations&amp;quot; screen. The screen lists the object position number (from inside to outside) of the planet, the planet name, the distance to the sun and respective stations and their positions (distance from the planet). A station may be on the surface of the planet - then it is a ground station - or has a certain distance to the planet, it's a space station. The stations can then be accessed with the buttons:&lt;br /&gt;
* Fly to the station: (orange) Returns the station as a destination station, and immediately flies off.This flight takes place in a normal room and can be interrupted any time by simply typing a different target.&lt;br /&gt;
* Target as destination: Targets this station as a destination, but doesn't start flight.&lt;br /&gt;
&lt;br /&gt;
Planetary information is available by clicking the link (the number/name of the planet).&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the system displayed is always the current &amp;quot;target&amp;quot;. One can therefore look at other systems using the system target functions. Furthermore, you can choose to target or fly to a station within your current/destination system at any time, even if you have already selected a station to fly to and later change your mind (this function is also available during hyperspace flight).&lt;br /&gt;
&lt;br /&gt;
===Flight===&lt;br /&gt;
&lt;br /&gt;
This screen details the current flight to the target system, target planet and allows a destination station to be specified. Similar functions are also listed on the &amp;quot;Systems&amp;quot;, &amp;quot;Stations&amp;quot; and &amp;quot;Objects&amp;quot; screens during flight. There are different colours for each of the options &amp;quot;Fly to system!,&amp;quot; &amp;quot;Fly to planet!&amp;quot; and &amp;quot;Fly to station!&amp;quot;. Furthermore, during interplanetary flight it's possible to view exact coordinates for the ship within the system, the speed of the ship, and possibly also the position and velocity of the target.&lt;br /&gt;
&lt;br /&gt;
In free space, it is also possible at any time to stop the ship (&amp;quot;Brake!&amp;quot; , green), or turn the engines off (&amp;quot;Engines off!&amp;quot;, orange).&lt;br /&gt;
&lt;br /&gt;
Attention, if you turn off the engines and the ship still has a velocity, it drifts further from the system, so it can be very difficult later to reach planets or stations.&lt;br /&gt;
&lt;br /&gt;
The final option available on this screen is to input specific target coordinates. Simply enter the coordinates in the line labelled &amp;quot;Enter&amp;quot; then click the &amp;quot;Fly to coordinates!&amp;quot; Button (green).&lt;br /&gt;
&lt;br /&gt;
===Objects===&lt;br /&gt;
&lt;br /&gt;
In each ship, a scanner is installed (not to be confused with the &amp;quot;Ship Scanner&amp;quot; in the equipment). This scanner detects objects in the current system.&lt;br /&gt;
&lt;br /&gt;
Any objects are listed under this menu item. All the planets and stations are listed in order of distance from the sun. Furthermore, there are also other objects such as other vessels or hyperspace clouds that occur when a ship has jumped recently into hyperspace, or when a ship is soon to come out of of hyperspace in this system. Foreign ships and hyperspace clouds can be investigated in more detail with special equipment.&lt;br /&gt;
&lt;br /&gt;
'''''Following paragraph translation is still not clear and requires further refinement'''''&lt;br /&gt;
&lt;br /&gt;
The scanner provides detailed analysis of an object only up to a distance of 100 AU, but can also locate objects that are farther away. Then there is a corresponding line of text as a last resort. Multiple scanners (up to 7) increase the range. A detail resolution are available with the first Radar Mapper within 15 AU. Additional Radar Mappers are unlimited, and range will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
===Crew===&lt;br /&gt;
&lt;br /&gt;
Larger ships require additional crew. Refer to the &amp;quot;Crew&amp;quot; column of the [[Ulite:_The Ships|The Ships]] page to determine how much crew each ship requires. Additional crew may be hired in the Bar (potential crew are known as &amp;quot;bored persons&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
The Skills region compares skills of the crew with that which is required to fly the ship (skills with * are player only skills).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Skill&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Engine&lt;br /&gt;
| Expected to be equal to the class of the ships drive. Additional skill points add 1% to maximum velocity.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Technics*&lt;br /&gt;
| Determines how fast hull damage can be repaired&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Offensive&lt;br /&gt;
| One weapon is allocated to each of the crew members in the top positions. Each crew should have skill equal to the &amp;quot;Optimal Skill&amp;quot; attribute of the weapon.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Defensive&lt;br /&gt;
| Sum of all active crew. Adds additional shield strength.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Leadership&lt;br /&gt;
| Sum of all active crew. Must be atleast twice the number of crew - 1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Navigation*&lt;br /&gt;
| If this skill is below the expected level for the current ship, interplanetary travel to stations will take longer as your hyperspace attempts are less precise.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Maneuverability*&lt;br /&gt;
| If this skill is below the expected level for the current ship, hull damage may be incurred when docking at stations.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Evasion&lt;br /&gt;
| Sum of all active crew. Decreases the % hit chance to your ship.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Convoy guidance*&lt;br /&gt;
| Determines how many ships may be included in any convoy the player may lead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crew list shows each crew member's skills, wages, next pay date/time and the &amp;quot;Skill-Increase during combat&amp;quot;. You may reorder crew position by modifying the listed sequence numbers and pressing the &amp;quot;Move&amp;quot; button (ensure you do not leave gaps in the sequence numbers of any &amp;quot;active&amp;quot; crew positions or you wont be able to fly). The &amp;quot;Catch up!&amp;quot; button will automatically fill any holes. If you are docked at a station, you can also &amp;quot;Dismiss&amp;quot; crew you no longer want.&lt;br /&gt;
&lt;br /&gt;
Occasionally crew will request a pay increase. In which case a region will appear on the page to manage these requests. If you neglect crew wage demands for too long, they may leave.&lt;br /&gt;
&lt;br /&gt;
When established as part of a convoy, you may also select crew to move into a convoy vessel.&lt;br /&gt;
&lt;br /&gt;
===Convoy===&lt;br /&gt;
&lt;br /&gt;
A convoy is established by the convoy leader. Large convoys may contain a nested command structure of additional convoys. Generally your first exposure to convoys will be that of a convoy participant during early military missions, not that of the leader.&lt;br /&gt;
&lt;br /&gt;
=====Command structure=====&lt;br /&gt;
In a simple convoy there is one leader and at least one subordinate participant. The leader controls the flight and the participant comes along for the ride. As mentioned however, it's possible to create a tree command structure for your convoy by inviting leaders of multiple additional convoys to join. There are restrictions on the overall tree structure in that it's limited to a depth of three levels. The top level is obviously restricted to a single convoy leader. Level two may consist of up to 10 &amp;quot;supervisors&amp;quot; the 3rd level is restricted to 30 additional participants.&lt;br /&gt;
&lt;br /&gt;
Convoy leader has the control over flight and combat of the convoy. Supervisors have control over distribution of goods between ships&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;. The leader is of course also going to be a supervisor over at least one convoy participant.&lt;br /&gt;
&lt;br /&gt;
The recruitment process is as follows: A ship of the convoy sends a request to the anzuheuernde&amp;lt;sup&amp;gt;[leader?]&amp;lt;/sup&amp;gt; ship. The dude that gets the request confirms it&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Invited ships may be up to 10 km away. They then appear under &amp;quot;convoy&amp;quot; in the list, besides also the button &amp;quot;Request&amp;quot;. The request is a standard message which the other ship receives immediately. The player then has when viewing the message the opportunity to accept the request (&amp;quot;Answer&amp;quot;). After accepting the ship appears on the &amp;quot;convoy&amp;quot; page in the first list under &amp;quot;Ships in the current convoy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Leaving the convoy is possible in several ways. The first way is simple to depend on his own request, relative to the corresponding button &amp;quot;I depend!&amp;quot; In &amp;quot;convoy&amp;quot; (upper list) is possible. When a supervisor of an additional ships leaves a larger convoy, the supervisors convoy remains intact.&lt;br /&gt;
&lt;br /&gt;
The second option is to simply to initiate a flight before the convoy leader initiates one. In this case, if the defecting ship is a supervisor of a smaller convoy, they obviously take their convoy with them.&lt;br /&gt;
&lt;br /&gt;
=====Battle structure=====&lt;br /&gt;
&lt;br /&gt;
''''' This section requires rewrite once confirmed '''''&lt;br /&gt;
&lt;br /&gt;
In the case of the attack, the battle structure is essential. This is automatically assumed in a fight and can not be influenced directly by the player. All ships of a convoy have the opportunity to fire a shot in each experiment. Attacked is always the ship, which has the strongest firearm and of which, in turn, is the largest. ATTENTION! From this scheme can be waived if you fight against players. We have the ability to adjust their speed dial.&lt;br /&gt;
&lt;br /&gt;
The menu item convoy contains two lists: the list of ships in the current convoy, and the list of ships that are near to be recruited. A ship itself is considered here as a convoy.&lt;br /&gt;
In the first list is specified: Reg no. the ship, the type of vessel and its mass, the actual propulsion of the ship, and the maximum current range, the strongest firearm, player name, and the ship on which the ship depends (in brackets the position of the vessel).&lt;br /&gt;
Reload&lt;br /&gt;
&lt;br /&gt;
In a convoy, it is also possible to provide specific goods and equipment for the ships present are available. The respective objects are easily moved from one ship to another. For this purpose, the target ship must of course provide the appropriate clearance available. The player must simply with the ship, which has the objects in the corresponding ship in a convoy in the numbers field the required number entered next to select the objects. By &amp;quot;reload&amp;quot; the action is made. Money is displaced none, that's up to the players. This provides a simple solution for players is created, the mistake in an uninhabited system or in a system with ground stations but with a ship without Atmos. Flew shield (or similar).&lt;br /&gt;
&lt;br /&gt;
In the presence of an autopilot is no maximum range. It is because only the current range will be about the actual range of the ship, depending on the supply of fuel, go.&lt;br /&gt;
&lt;br /&gt;
=====Wrap-convoy=====&lt;br /&gt;
&lt;br /&gt;
When using a wrap-drive, the leader of the herd must provide all required energy. Energy requirements are based on the total tonnage of the convoy.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
The top section of this page lists all the details of your current ship.  Then there are two further sections: ship configuration and combat configuration.&lt;br /&gt;
&lt;br /&gt;
=====Ship Configuration=====&lt;br /&gt;
&lt;br /&gt;
Here you can mount alternative engines and guns (it's worth checking here when you buy new engines or guns that they have been automatically mounted correctly).&lt;br /&gt;
&lt;br /&gt;
=====Combat Configuration=====&lt;br /&gt;
&lt;br /&gt;
This section determines behaviour during a combat event. &lt;br /&gt;
&lt;br /&gt;
* Flee at .. % Player's hull condition&lt;br /&gt;
* Hyperspace at .. % Player's hull condition (if an Emergency Hyperdrive is installed)&lt;br /&gt;
* Firing Missile at .. % Player's hull condition&lt;br /&gt;
* Bomb until .. % Target station condition&lt;br /&gt;
* Target selection 1-3 .. Target ship selection priorities when engaging with a convoy/multiple enemy ships&lt;br /&gt;
&lt;br /&gt;
Flee ends the fight, and continues as planned. When a defender attempts to flee, the attacker will continue to pursue possibly triggering another combat event if and when the attacker catches up.&lt;br /&gt;
&lt;br /&gt;
Emergency Hyperdrive also finished the fight, but one is placed into hyperspace. The target is the nearest inhabited system. The flight is slow, but sometimes the last resort.&lt;br /&gt;
&lt;br /&gt;
Warning: neither Flee nor Emergency Hyperdrive is possible if the opponent possesses a Hyperfield Dissipator, as any escape from a fight at least one micro-Hyper-or wrap-hop is&amp;lt;sup&amp;gt;[WAT?]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38845</id>
		<title>Ulite: The Main Menu</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38845"/>
		<updated>2014-01-03T16:01:05Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Combat Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Main Menu==&lt;br /&gt;
&lt;br /&gt;
The main menu is always visible at the top of the screen with the following options:&lt;br /&gt;
* &amp;quot;Ship&amp;quot; - ship and flight&lt;br /&gt;
* &amp;quot;Market&amp;quot; - trade and manufacture&lt;br /&gt;
* &amp;quot;Player&amp;quot; - player-oriented pages&lt;br /&gt;
* &amp;quot;Messages&amp;quot; - in-game mailbox&lt;br /&gt;
* &amp;quot;Logout&amp;quot; - logout.&lt;br /&gt;
&lt;br /&gt;
The submenu will depend on selection of the corresponding main menu option.&lt;br /&gt;
&lt;br /&gt;
At the top of the window is some additional information, including the name of the currently logged in player (top left), the current server time on the 2nd Line, and on the right are a few useful links for the Ulite forum, the help, top 100 players and the stats page, as well as the tech tree.&lt;br /&gt;
&lt;br /&gt;
For players of previous versions that do not want to get used to the new menu system, there is the option &amp;quot;Display menubuttons&amp;quot; under Player Status, where you can choose the number of rows of menu buttons to be displayed. This is useful if untested browsers are used since the position of the buttons may be different from what's expected. The default menu structure consisting of the main and sub-menus is described here as the &amp;quot;Tree&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Some buttons only appear when certain conditions are met. You may toggle this behaviour with the Player Status page option &amp;quot;Always show all menu buttons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Just below the buttons there is a status line indicating the current state of the ship (type of flight with destination information, docked, floating, etc.). At the end of this same row to the right a few more links, namely the universe map (&amp;quot;Universe&amp;quot;), the local space map (&amp;quot;Map&amp;quot;) and the &amp;quot;Distance-List&amp;quot; which lists all systems within 40 light years to the current system.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
Default page when selecting &amp;quot;Ship&amp;quot; from the main menu is the &amp;quot;Flight&amp;quot; page.&lt;br /&gt;
&lt;br /&gt;
===Systems===&lt;br /&gt;
&lt;br /&gt;
First, to clarify: A flight to another system is a hyperspace flight (or interstellar flight). A flight within a system (such as from a point to a station) is a normal (or interplanetary) flight. The hyperspace flight can not be cancelled whereas a normal flight can. To fly somewhere, the target must be declared first. Once you have a target, you'll  get the option to actually initiate the flight. To be able to fly from one system to another system, the on-board computer must first be fed with data from the target system. Under this menu item all systems are listed that are currently reachable. The ship is capable of hyperspace travel only for a limited distance. This maximum distance is dependent on the ship's mass, the drive and from the available fuel.&lt;br /&gt;
&lt;br /&gt;
Within the Drive - Status section, the first item listed is the active drive. Thereafter, the Maximum Range as a function of ship mass and drive. If Maximum Range is 0 Lj (Lj = light-years, a measure of long distances), then either the drive is not functional (ie it needs to be repaired, see &amp;quot;Repair and Maintenance&amp;quot;), or there is no built-in drive. Following this is the Current Range depending on available fuel. There are three types of drives, the (classical) Hyperdrive, the Military Drive, and the Wrap Drive. The Hyperdrive requires Hydrogen Fuel, the Military Drive requires Military Fuel. Fuel consumption depends of the class of the drive (higher class drives consume much more fuel).&lt;br /&gt;
&lt;br /&gt;
The Navigation section lists the inhabited systems that are currently within range (this behaviour can be toggled to also include those which are uninhabited). Along with each system the following details are listed: sector, name, population class, the number of planets, planetary, and orbital number of stations, the distance to the current system and the required fuel to travel to the system. The setting to include uninhabited systems is also located within the Player Status screen (&amp;quot;Show all systems under target systems&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For uninhabited systems there is no population class, and these are dangerous to visit as often hostile ships will be waiting to shoot someone!&lt;br /&gt;
&lt;br /&gt;
Each system has the following buttons:&lt;br /&gt;
* Fly to system (green): The system is entered as the target system and the ship immediately enters hyperspace. The button will appear when you have enough fuel on board.&lt;br /&gt;
* Target system: The system is entered into the targeting computer, but no flight takes place yet. Under the &amp;quot;Flight&amp;quot; submenu, a button will allow you to hyperspace when you're ready.&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
Directly below the navigation bar there is a link &amp;quot;Map&amp;quot; on the map of the current sector with its systems and the surrounding sectors. With this card, you can easily determine a route from one system to another. There are links around the map to navigate &amp;quot;One sector up&amp;quot;, &amp;quot;One sector down&amp;quot;, &amp;quot;One sector left&amp;quot; and &amp;quot;One sector right&amp;quot;. Similarly, the sector coordinates can be entered directly into the end of the URL in the web browser, eg. sector [2,-4]:&lt;br /&gt;
&lt;br /&gt;
'''map.php?map_x=2&amp;amp;map_y=-4'''&lt;br /&gt;
&lt;br /&gt;
Sector coordinates are always given as [x, y]. X is positive to the right and negative to the left, Y is positive increasing upward and negative downward. Inhabited systems are depicted white, while uninhabited systems are grey in color. The sectors are surrounded with green solid lines, the dotted lines have a distance of 2 Lj.&lt;br /&gt;
&lt;br /&gt;
The system 'Map' shows a perspective view of the three-dimensional universe. A system's Z coordinate is depicted with a vertical line and referred to as the &amp;quot;height&amp;quot; of the system. This line ends with a &amp;quot;flag&amp;quot; (small apparent thickening at the end), systems that have the flag on top, float above the map. Where the flag is down, they float below the map.&lt;br /&gt;
&lt;br /&gt;
The first time a system is explored it may take a while for the page to be generated. Just wait a while and try again. Repeatedly pressing on &amp;quot;Map&amp;quot; will bring the message &amp;quot;It is just expected&amp;quot;. If you see this message, just wait a while longer before refreshing the page.&lt;br /&gt;
&lt;br /&gt;
===The distance list===&lt;br /&gt;
The distance list provides a list of all systems, which is up to a distance of 40 light years from the current system. The list has two columns sorted by distance. Each entry lists: sector, name, distance and population class.&lt;br /&gt;
&lt;br /&gt;
===Auto Pilot===&lt;br /&gt;
Auto pilot is designed for long trips without human intervention by automatically hopping between several predetermined systems. To use this option the player needs to have purchased [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment.&lt;br /&gt;
&lt;br /&gt;
Here you program the trip one system at a time, selecting systems within maximum range of the ship for each leg of the journey. These intermediate systems are entered into the autopilot with the &amp;quot;Set System&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
As you add more systems you will see the total fuel requirement is calculated as long as the distance. You can delete entries to traverse an alternative route. You may start flying to any of the systems in the program with the &amp;quot;Fly to system&amp;quot; button, then hyperspace flight begins and you are committed to the route entered to reach the specified system.&lt;br /&gt;
&lt;br /&gt;
Once the program is entered or the journey begins, the final destination is specified under &amp;quot;Stations&amp;quot; submenu, and you can pick a station where you want to dock in the target system.&lt;br /&gt;
&lt;br /&gt;
Flight commences with &amp;quot;Fly to system&amp;quot; in &amp;quot;Auto Pilot&amp;quot;, or with &amp;quot;Fly to station&amp;quot; under &amp;quot;Stations&amp;quot;. The &amp;quot;Flight&amp;quot; screen then shows the same details as usual under the heading &amp;quot;Navigation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Auto pilot is also possible during a Convoy flight. Only the &amp;quot;Leader&amp;quot; requires [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment. However, take note: Each ship requires an appropriate supply of fuel. Be sure to review the fuel supplies of each ship in the convoy and refuel as required (use redistribution of fuel). The Auto Pilot screen ONLY lists statistics such as fuel consumption for the Leader ship, not the fuel consumption of the other ships. The time of arrival may be wrong. Arrival time only refers to a flight of the lead ship alone. Larger ships in the convoy may cause longer flight times than what is predicted by Auto Pilot as the convoy always flies at the speed of the slowest ship.&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
Space stations are located on or in orbit around planets within an inhabited system. After a hyper jump you land somewhere in the target system, but then have to fly to a station. The stations and the planets of the target system are listed on the &amp;quot;Stations&amp;quot; screen. The screen lists the object position number (from inside to outside) of the planet, the planet name, the distance to the sun and respective stations and their positions (distance from the planet). A station may be on the surface of the planet - then it is a ground station - or has a certain distance to the planet, it's a space station. The stations can then be accessed with the buttons:&lt;br /&gt;
* Fly to the station: (orange) Returns the station as a destination station, and immediately flies off.This flight takes place in a normal room and can be interrupted any time by simply typing a different target.&lt;br /&gt;
* Target as destination: Targets this station as a destination, but doesn't start flight.&lt;br /&gt;
&lt;br /&gt;
Planetary information is available by clicking the link (the number/name of the planet).&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the system displayed is always the current &amp;quot;target&amp;quot;. One can therefore look at other systems using the system target functions. Furthermore, you can choose to target or fly to a station within your current/destination system at any time, even if you have already selected a station to fly to and later change your mind (this function is also available during hyperspace flight).&lt;br /&gt;
&lt;br /&gt;
===Flight===&lt;br /&gt;
&lt;br /&gt;
This screen details the current flight to the target system, target planet and allows a destination station to be specified. Similar functions are also listed on the &amp;quot;Systems&amp;quot;, &amp;quot;Stations&amp;quot; and &amp;quot;Objects&amp;quot; screens during flight. There are different colours for each of the options &amp;quot;Fly to system!,&amp;quot; &amp;quot;Fly to planet!&amp;quot; and &amp;quot;Fly to station!&amp;quot;. Furthermore, during interplanetary flight it's possible to view exact coordinates for the ship within the system, the speed of the ship, and possibly also the position and velocity of the target.&lt;br /&gt;
&lt;br /&gt;
In free space, it is also possible at any time to stop the ship (&amp;quot;Brake!&amp;quot; , green), or turn the engines off (&amp;quot;Engines off!&amp;quot;, orange).&lt;br /&gt;
&lt;br /&gt;
Attention, if you turn off the engines and the ship still has a velocity, it drifts further from the system, so it can be very difficult later to reach planets or stations.&lt;br /&gt;
&lt;br /&gt;
The final option available on this screen is to input specific target coordinates. Simply enter the coordinates in the line labelled &amp;quot;Enter&amp;quot; then click the &amp;quot;Fly to coordinates!&amp;quot; Button (green).&lt;br /&gt;
&lt;br /&gt;
===Objects===&lt;br /&gt;
&lt;br /&gt;
In each ship, a scanner is installed (not to be confused with the &amp;quot;Ship Scanner&amp;quot; in the equipment). This scanner detects objects in the current system.&lt;br /&gt;
&lt;br /&gt;
Any objects are listed under this menu item. All the planets and stations are listed in order of distance from the sun. Furthermore, there are also other objects such as other vessels or hyperspace clouds that occur when a ship has jumped recently into hyperspace, or when a ship is soon to come out of of hyperspace in this system. Foreign ships and hyperspace clouds can be investigated in more detail with special equipment.&lt;br /&gt;
&lt;br /&gt;
'''''Following paragraph translation is still not clear and requires further refinement'''''&lt;br /&gt;
&lt;br /&gt;
The scanner provides detailed analysis of an object only up to a distance of 100 AU, but can also locate objects that are farther away. Then there is a corresponding line of text as a last resort. Multiple scanners (up to 7) increase the range. A detail resolution are available with the first Radar Mapper within 15 AU. Additional Radar Mappers are unlimited, and range will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
===Crew===&lt;br /&gt;
&lt;br /&gt;
Larger ships require additional crew. Refer to the &amp;quot;Crew&amp;quot; column of the [[Ulite:_The Ships|The Ships]] page to determine how much crew each ship requires. Additional crew may be hired in the Bar (potential crew are known as &amp;quot;bored persons&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
The Skills region compares skills of the crew with that which is required to fly the ship (skills with * are player only skills).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Skill&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Engine&lt;br /&gt;
| Expected to be equal to the class of the ships drive. Additional skill points add 1% to maximum velocity.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Technics*&lt;br /&gt;
| Determines how fast hull damage can be repaired&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Offensive&lt;br /&gt;
| One weapon is allocated to each of the crew members in the top positions. Each crew should have skill equal to the &amp;quot;Optimal Skill&amp;quot; attribute of the weapon.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Defensive&lt;br /&gt;
| Sum of all active crew. Adds additional shield strength.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Leadership&lt;br /&gt;
| Sum of all active crew. Must be atleast twice the number of crew - 1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Navigation*&lt;br /&gt;
| If this skill is below the expected level for the current ship, interplanetary travel to stations will take longer as your hyperspace attempts are less precise.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Maneuverability*&lt;br /&gt;
| If this skill is below the expected level for the current ship, hull damage may be incurred when docking at stations.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Evasion&lt;br /&gt;
| Sum of all active crew. Decreases the % hit chance to your ship.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Convoy guidance*&lt;br /&gt;
| Determines how many ships may be included in any convoy the player may lead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crew list shows each crew member's skills, wages, next pay date/time and the &amp;quot;Skill-Increase during combat&amp;quot;. You may reorder crew position by modifying the listed sequence numbers and pressing the &amp;quot;Move&amp;quot; button (ensure you do not leave gaps in the sequence numbers of any &amp;quot;active&amp;quot; crew positions or you wont be able to fly). The &amp;quot;Catch up!&amp;quot; button will automatically fill any holes. If you are docked at a station, you can also &amp;quot;Dismiss&amp;quot; crew you no longer want.&lt;br /&gt;
&lt;br /&gt;
Occasionally crew will request a pay increase. In which case a region will appear on the page to manage these requests. If you neglect crew wage demands for too long, they may leave.&lt;br /&gt;
&lt;br /&gt;
When established as part of a convoy, you may also select crew to move into a convoy vessel.&lt;br /&gt;
&lt;br /&gt;
===Convoy===&lt;br /&gt;
&lt;br /&gt;
A convoy is established by the convoy leader. Large convoys may contain a nested command structure of additional convoys. Generally your first exposure to convoys will be that of a convoy participant during early military missions, not that of the leader.&lt;br /&gt;
&lt;br /&gt;
====Command structure====&lt;br /&gt;
In a simple convoy there is one leader and at least one subordinate participant. The leader controls the flight and the participant comes along for the ride. As mentioned however, it's possible to create a tree command structure for your convoy by inviting leaders of multiple additional convoys to join. There are restrictions on the overall tree structure in that it's limited to a depth of three levels. The top level is obviously restricted to a single convoy leader. Level two may consist of up to 10 &amp;quot;supervisors&amp;quot; the 3rd level is restricted to 30 additional participants.&lt;br /&gt;
&lt;br /&gt;
Convoy leader has the control over flight and combat of the convoy. Supervisors have control over distribution of goods between ships&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;. The leader is of course also going to be a supervisor over at least one convoy participant.&lt;br /&gt;
&lt;br /&gt;
The recruitment process is as follows: A ship of the convoy sends a request to the anzuheuernde&amp;lt;sup&amp;gt;[leader?]&amp;lt;/sup&amp;gt; ship. The dude that gets the request confirms it&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Invited ships may be up to 10 km away. They then appear under &amp;quot;convoy&amp;quot; in the list, besides also the button &amp;quot;Request&amp;quot;. The request is a standard message which the other ship receives immediately. The player then has when viewing the message the opportunity to accept the request (&amp;quot;Answer&amp;quot;). After accepting the ship appears on the &amp;quot;convoy&amp;quot; page in the first list under &amp;quot;Ships in the current convoy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Leaving the convoy is possible in several ways. The first way is simple to depend on his own request, relative to the corresponding button &amp;quot;I depend!&amp;quot; In &amp;quot;convoy&amp;quot; (upper list) is possible. When a supervisor of an additional ships leaves a larger convoy, the supervisors convoy remains intact.&lt;br /&gt;
&lt;br /&gt;
The second option is to simply to initiate a flight before the convoy leader initiates one. In this case, if the defecting ship is a supervisor of a smaller convoy, they obviously take their convoy with them.&lt;br /&gt;
&lt;br /&gt;
====Battle structure====&lt;br /&gt;
&lt;br /&gt;
''''' This section requires rewrite once confirmed '''''&lt;br /&gt;
&lt;br /&gt;
In the case of the attack, the battle structure is essential. This is automatically assumed in a fight and can not be influenced directly by the player. All ships of a convoy have the opportunity to fire a shot in each experiment. Attacked is always the ship, which has the strongest firearm and of which, in turn, is the largest. ATTENTION! From this scheme can be waived if you fight against players. We have the ability to adjust their speed dial.&lt;br /&gt;
&lt;br /&gt;
The menu item convoy contains two lists: the list of ships in the current convoy, and the list of ships that are near to be recruited. A ship itself is considered here as a convoy.&lt;br /&gt;
In the first list is specified: Reg no. the ship, the type of vessel and its mass, the actual propulsion of the ship, and the maximum current range, the strongest firearm, player name, and the ship on which the ship depends (in brackets the position of the vessel).&lt;br /&gt;
Reload&lt;br /&gt;
&lt;br /&gt;
In a convoy, it is also possible to provide specific goods and equipment for the ships present are available. The respective objects are easily moved from one ship to another. For this purpose, the target ship must of course provide the appropriate clearance available. The player must simply with the ship, which has the objects in the corresponding ship in a convoy in the numbers field the required number entered next to select the objects. By &amp;quot;reload&amp;quot; the action is made. Money is displaced none, that's up to the players. This provides a simple solution for players is created, the mistake in an uninhabited system or in a system with ground stations but with a ship without Atmos. Flew shield (or similar).&lt;br /&gt;
&lt;br /&gt;
In the presence of an autopilot is no maximum range. It is because only the current range will be about the actual range of the ship, depending on the supply of fuel, go.&lt;br /&gt;
&lt;br /&gt;
====Wrap-convoy====&lt;br /&gt;
&lt;br /&gt;
When using a wrap-drive, the leader of the herd must provide all required energy. Energy requirements are based on the total tonnage of the convoy.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
The top section of this page lists all the details of your current ship.  Then there are two further sections: ship configuration and combat configuration.&lt;br /&gt;
&lt;br /&gt;
=====Ship Configuration=====&lt;br /&gt;
&lt;br /&gt;
Here you can mount alternative engines and guns (it's worth checking here when you buy new engines or guns that they have been automatically mounted correctly).&lt;br /&gt;
&lt;br /&gt;
=====Combat Configuration=====&lt;br /&gt;
&lt;br /&gt;
This section determines behaviour during a combat event. &lt;br /&gt;
&lt;br /&gt;
* Flee at .. % Player's hull condition&lt;br /&gt;
* Hyperspace at .. % Player's hull condition (if an Emergency Hyperdrive is installed)&lt;br /&gt;
* Firing Missile at .. % Player's hull condition&lt;br /&gt;
* Bomb until .. % Target station condition&lt;br /&gt;
* Target selection 1-3 .. Target ship selection priorities when engaging with a convoy/multiple enemy ships&lt;br /&gt;
&lt;br /&gt;
Flee ends the fight, and continues as planned. When a defender attempts to flee, the attacker will continue to pursue possibly triggering another combat event if and when the attacker catches up.&lt;br /&gt;
&lt;br /&gt;
Emergency Hyperdrive also finished the fight, but one is placed into hyperspace. The target is the nearest inhabited system. The flight is slow, but sometimes the last resort.&lt;br /&gt;
&lt;br /&gt;
Warning: neither Flee nor Emergency Hyperdrive is possible if the opponent possesses a Hyperfield Dissipator, as any escape from a fight at least one micro-Hyper-or wrap-hop is&amp;lt;sup&amp;gt;[WAT?]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38844</id>
		<title>Ulite: The Main Menu</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38844"/>
		<updated>2014-01-03T16:00:49Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Configuration */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Main Menu==&lt;br /&gt;
&lt;br /&gt;
The main menu is always visible at the top of the screen with the following options:&lt;br /&gt;
* &amp;quot;Ship&amp;quot; - ship and flight&lt;br /&gt;
* &amp;quot;Market&amp;quot; - trade and manufacture&lt;br /&gt;
* &amp;quot;Player&amp;quot; - player-oriented pages&lt;br /&gt;
* &amp;quot;Messages&amp;quot; - in-game mailbox&lt;br /&gt;
* &amp;quot;Logout&amp;quot; - logout.&lt;br /&gt;
&lt;br /&gt;
The submenu will depend on selection of the corresponding main menu option.&lt;br /&gt;
&lt;br /&gt;
At the top of the window is some additional information, including the name of the currently logged in player (top left), the current server time on the 2nd Line, and on the right are a few useful links for the Ulite forum, the help, top 100 players and the stats page, as well as the tech tree.&lt;br /&gt;
&lt;br /&gt;
For players of previous versions that do not want to get used to the new menu system, there is the option &amp;quot;Display menubuttons&amp;quot; under Player Status, where you can choose the number of rows of menu buttons to be displayed. This is useful if untested browsers are used since the position of the buttons may be different from what's expected. The default menu structure consisting of the main and sub-menus is described here as the &amp;quot;Tree&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Some buttons only appear when certain conditions are met. You may toggle this behaviour with the Player Status page option &amp;quot;Always show all menu buttons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Just below the buttons there is a status line indicating the current state of the ship (type of flight with destination information, docked, floating, etc.). At the end of this same row to the right a few more links, namely the universe map (&amp;quot;Universe&amp;quot;), the local space map (&amp;quot;Map&amp;quot;) and the &amp;quot;Distance-List&amp;quot; which lists all systems within 40 light years to the current system.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
Default page when selecting &amp;quot;Ship&amp;quot; from the main menu is the &amp;quot;Flight&amp;quot; page.&lt;br /&gt;
&lt;br /&gt;
===Systems===&lt;br /&gt;
&lt;br /&gt;
First, to clarify: A flight to another system is a hyperspace flight (or interstellar flight). A flight within a system (such as from a point to a station) is a normal (or interplanetary) flight. The hyperspace flight can not be cancelled whereas a normal flight can. To fly somewhere, the target must be declared first. Once you have a target, you'll  get the option to actually initiate the flight. To be able to fly from one system to another system, the on-board computer must first be fed with data from the target system. Under this menu item all systems are listed that are currently reachable. The ship is capable of hyperspace travel only for a limited distance. This maximum distance is dependent on the ship's mass, the drive and from the available fuel.&lt;br /&gt;
&lt;br /&gt;
Within the Drive - Status section, the first item listed is the active drive. Thereafter, the Maximum Range as a function of ship mass and drive. If Maximum Range is 0 Lj (Lj = light-years, a measure of long distances), then either the drive is not functional (ie it needs to be repaired, see &amp;quot;Repair and Maintenance&amp;quot;), or there is no built-in drive. Following this is the Current Range depending on available fuel. There are three types of drives, the (classical) Hyperdrive, the Military Drive, and the Wrap Drive. The Hyperdrive requires Hydrogen Fuel, the Military Drive requires Military Fuel. Fuel consumption depends of the class of the drive (higher class drives consume much more fuel).&lt;br /&gt;
&lt;br /&gt;
The Navigation section lists the inhabited systems that are currently within range (this behaviour can be toggled to also include those which are uninhabited). Along with each system the following details are listed: sector, name, population class, the number of planets, planetary, and orbital number of stations, the distance to the current system and the required fuel to travel to the system. The setting to include uninhabited systems is also located within the Player Status screen (&amp;quot;Show all systems under target systems&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For uninhabited systems there is no population class, and these are dangerous to visit as often hostile ships will be waiting to shoot someone!&lt;br /&gt;
&lt;br /&gt;
Each system has the following buttons:&lt;br /&gt;
* Fly to system (green): The system is entered as the target system and the ship immediately enters hyperspace. The button will appear when you have enough fuel on board.&lt;br /&gt;
* Target system: The system is entered into the targeting computer, but no flight takes place yet. Under the &amp;quot;Flight&amp;quot; submenu, a button will allow you to hyperspace when you're ready.&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
Directly below the navigation bar there is a link &amp;quot;Map&amp;quot; on the map of the current sector with its systems and the surrounding sectors. With this card, you can easily determine a route from one system to another. There are links around the map to navigate &amp;quot;One sector up&amp;quot;, &amp;quot;One sector down&amp;quot;, &amp;quot;One sector left&amp;quot; and &amp;quot;One sector right&amp;quot;. Similarly, the sector coordinates can be entered directly into the end of the URL in the web browser, eg. sector [2,-4]:&lt;br /&gt;
&lt;br /&gt;
'''map.php?map_x=2&amp;amp;map_y=-4'''&lt;br /&gt;
&lt;br /&gt;
Sector coordinates are always given as [x, y]. X is positive to the right and negative to the left, Y is positive increasing upward and negative downward. Inhabited systems are depicted white, while uninhabited systems are grey in color. The sectors are surrounded with green solid lines, the dotted lines have a distance of 2 Lj.&lt;br /&gt;
&lt;br /&gt;
The system 'Map' shows a perspective view of the three-dimensional universe. A system's Z coordinate is depicted with a vertical line and referred to as the &amp;quot;height&amp;quot; of the system. This line ends with a &amp;quot;flag&amp;quot; (small apparent thickening at the end), systems that have the flag on top, float above the map. Where the flag is down, they float below the map.&lt;br /&gt;
&lt;br /&gt;
The first time a system is explored it may take a while for the page to be generated. Just wait a while and try again. Repeatedly pressing on &amp;quot;Map&amp;quot; will bring the message &amp;quot;It is just expected&amp;quot;. If you see this message, just wait a while longer before refreshing the page.&lt;br /&gt;
&lt;br /&gt;
===The distance list===&lt;br /&gt;
The distance list provides a list of all systems, which is up to a distance of 40 light years from the current system. The list has two columns sorted by distance. Each entry lists: sector, name, distance and population class.&lt;br /&gt;
&lt;br /&gt;
===Auto Pilot===&lt;br /&gt;
Auto pilot is designed for long trips without human intervention by automatically hopping between several predetermined systems. To use this option the player needs to have purchased [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment.&lt;br /&gt;
&lt;br /&gt;
Here you program the trip one system at a time, selecting systems within maximum range of the ship for each leg of the journey. These intermediate systems are entered into the autopilot with the &amp;quot;Set System&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
As you add more systems you will see the total fuel requirement is calculated as long as the distance. You can delete entries to traverse an alternative route. You may start flying to any of the systems in the program with the &amp;quot;Fly to system&amp;quot; button, then hyperspace flight begins and you are committed to the route entered to reach the specified system.&lt;br /&gt;
&lt;br /&gt;
Once the program is entered or the journey begins, the final destination is specified under &amp;quot;Stations&amp;quot; submenu, and you can pick a station where you want to dock in the target system.&lt;br /&gt;
&lt;br /&gt;
Flight commences with &amp;quot;Fly to system&amp;quot; in &amp;quot;Auto Pilot&amp;quot;, or with &amp;quot;Fly to station&amp;quot; under &amp;quot;Stations&amp;quot;. The &amp;quot;Flight&amp;quot; screen then shows the same details as usual under the heading &amp;quot;Navigation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Auto pilot is also possible during a Convoy flight. Only the &amp;quot;Leader&amp;quot; requires [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment. However, take note: Each ship requires an appropriate supply of fuel. Be sure to review the fuel supplies of each ship in the convoy and refuel as required (use redistribution of fuel). The Auto Pilot screen ONLY lists statistics such as fuel consumption for the Leader ship, not the fuel consumption of the other ships. The time of arrival may be wrong. Arrival time only refers to a flight of the lead ship alone. Larger ships in the convoy may cause longer flight times than what is predicted by Auto Pilot as the convoy always flies at the speed of the slowest ship.&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
Space stations are located on or in orbit around planets within an inhabited system. After a hyper jump you land somewhere in the target system, but then have to fly to a station. The stations and the planets of the target system are listed on the &amp;quot;Stations&amp;quot; screen. The screen lists the object position number (from inside to outside) of the planet, the planet name, the distance to the sun and respective stations and their positions (distance from the planet). A station may be on the surface of the planet - then it is a ground station - or has a certain distance to the planet, it's a space station. The stations can then be accessed with the buttons:&lt;br /&gt;
* Fly to the station: (orange) Returns the station as a destination station, and immediately flies off.This flight takes place in a normal room and can be interrupted any time by simply typing a different target.&lt;br /&gt;
* Target as destination: Targets this station as a destination, but doesn't start flight.&lt;br /&gt;
&lt;br /&gt;
Planetary information is available by clicking the link (the number/name of the planet).&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the system displayed is always the current &amp;quot;target&amp;quot;. One can therefore look at other systems using the system target functions. Furthermore, you can choose to target or fly to a station within your current/destination system at any time, even if you have already selected a station to fly to and later change your mind (this function is also available during hyperspace flight).&lt;br /&gt;
&lt;br /&gt;
===Flight===&lt;br /&gt;
&lt;br /&gt;
This screen details the current flight to the target system, target planet and allows a destination station to be specified. Similar functions are also listed on the &amp;quot;Systems&amp;quot;, &amp;quot;Stations&amp;quot; and &amp;quot;Objects&amp;quot; screens during flight. There are different colours for each of the options &amp;quot;Fly to system!,&amp;quot; &amp;quot;Fly to planet!&amp;quot; and &amp;quot;Fly to station!&amp;quot;. Furthermore, during interplanetary flight it's possible to view exact coordinates for the ship within the system, the speed of the ship, and possibly also the position and velocity of the target.&lt;br /&gt;
&lt;br /&gt;
In free space, it is also possible at any time to stop the ship (&amp;quot;Brake!&amp;quot; , green), or turn the engines off (&amp;quot;Engines off!&amp;quot;, orange).&lt;br /&gt;
&lt;br /&gt;
Attention, if you turn off the engines and the ship still has a velocity, it drifts further from the system, so it can be very difficult later to reach planets or stations.&lt;br /&gt;
&lt;br /&gt;
The final option available on this screen is to input specific target coordinates. Simply enter the coordinates in the line labelled &amp;quot;Enter&amp;quot; then click the &amp;quot;Fly to coordinates!&amp;quot; Button (green).&lt;br /&gt;
&lt;br /&gt;
===Objects===&lt;br /&gt;
&lt;br /&gt;
In each ship, a scanner is installed (not to be confused with the &amp;quot;Ship Scanner&amp;quot; in the equipment). This scanner detects objects in the current system.&lt;br /&gt;
&lt;br /&gt;
Any objects are listed under this menu item. All the planets and stations are listed in order of distance from the sun. Furthermore, there are also other objects such as other vessels or hyperspace clouds that occur when a ship has jumped recently into hyperspace, or when a ship is soon to come out of of hyperspace in this system. Foreign ships and hyperspace clouds can be investigated in more detail with special equipment.&lt;br /&gt;
&lt;br /&gt;
'''''Following paragraph translation is still not clear and requires further refinement'''''&lt;br /&gt;
&lt;br /&gt;
The scanner provides detailed analysis of an object only up to a distance of 100 AU, but can also locate objects that are farther away. Then there is a corresponding line of text as a last resort. Multiple scanners (up to 7) increase the range. A detail resolution are available with the first Radar Mapper within 15 AU. Additional Radar Mappers are unlimited, and range will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
===Crew===&lt;br /&gt;
&lt;br /&gt;
Larger ships require additional crew. Refer to the &amp;quot;Crew&amp;quot; column of the [[Ulite:_The Ships|The Ships]] page to determine how much crew each ship requires. Additional crew may be hired in the Bar (potential crew are known as &amp;quot;bored persons&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
The Skills region compares skills of the crew with that which is required to fly the ship (skills with * are player only skills).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Skill&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Engine&lt;br /&gt;
| Expected to be equal to the class of the ships drive. Additional skill points add 1% to maximum velocity.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Technics*&lt;br /&gt;
| Determines how fast hull damage can be repaired&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Offensive&lt;br /&gt;
| One weapon is allocated to each of the crew members in the top positions. Each crew should have skill equal to the &amp;quot;Optimal Skill&amp;quot; attribute of the weapon.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Defensive&lt;br /&gt;
| Sum of all active crew. Adds additional shield strength.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Leadership&lt;br /&gt;
| Sum of all active crew. Must be atleast twice the number of crew - 1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Navigation*&lt;br /&gt;
| If this skill is below the expected level for the current ship, interplanetary travel to stations will take longer as your hyperspace attempts are less precise.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Maneuverability*&lt;br /&gt;
| If this skill is below the expected level for the current ship, hull damage may be incurred when docking at stations.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Evasion&lt;br /&gt;
| Sum of all active crew. Decreases the % hit chance to your ship.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Convoy guidance*&lt;br /&gt;
| Determines how many ships may be included in any convoy the player may lead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crew list shows each crew member's skills, wages, next pay date/time and the &amp;quot;Skill-Increase during combat&amp;quot;. You may reorder crew position by modifying the listed sequence numbers and pressing the &amp;quot;Move&amp;quot; button (ensure you do not leave gaps in the sequence numbers of any &amp;quot;active&amp;quot; crew positions or you wont be able to fly). The &amp;quot;Catch up!&amp;quot; button will automatically fill any holes. If you are docked at a station, you can also &amp;quot;Dismiss&amp;quot; crew you no longer want.&lt;br /&gt;
&lt;br /&gt;
Occasionally crew will request a pay increase. In which case a region will appear on the page to manage these requests. If you neglect crew wage demands for too long, they may leave.&lt;br /&gt;
&lt;br /&gt;
When established as part of a convoy, you may also select crew to move into a convoy vessel.&lt;br /&gt;
&lt;br /&gt;
===Convoy===&lt;br /&gt;
&lt;br /&gt;
A convoy is established by the convoy leader. Large convoys may contain a nested command structure of additional convoys. Generally your first exposure to convoys will be that of a convoy participant during early military missions, not that of the leader.&lt;br /&gt;
&lt;br /&gt;
====Command structure====&lt;br /&gt;
In a simple convoy there is one leader and at least one subordinate participant. The leader controls the flight and the participant comes along for the ride. As mentioned however, it's possible to create a tree command structure for your convoy by inviting leaders of multiple additional convoys to join. There are restrictions on the overall tree structure in that it's limited to a depth of three levels. The top level is obviously restricted to a single convoy leader. Level two may consist of up to 10 &amp;quot;supervisors&amp;quot; the 3rd level is restricted to 30 additional participants.&lt;br /&gt;
&lt;br /&gt;
Convoy leader has the control over flight and combat of the convoy. Supervisors have control over distribution of goods between ships&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;. The leader is of course also going to be a supervisor over at least one convoy participant.&lt;br /&gt;
&lt;br /&gt;
The recruitment process is as follows: A ship of the convoy sends a request to the anzuheuernde&amp;lt;sup&amp;gt;[leader?]&amp;lt;/sup&amp;gt; ship. The dude that gets the request confirms it&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Invited ships may be up to 10 km away. They then appear under &amp;quot;convoy&amp;quot; in the list, besides also the button &amp;quot;Request&amp;quot;. The request is a standard message which the other ship receives immediately. The player then has when viewing the message the opportunity to accept the request (&amp;quot;Answer&amp;quot;). After accepting the ship appears on the &amp;quot;convoy&amp;quot; page in the first list under &amp;quot;Ships in the current convoy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Leaving the convoy is possible in several ways. The first way is simple to depend on his own request, relative to the corresponding button &amp;quot;I depend!&amp;quot; In &amp;quot;convoy&amp;quot; (upper list) is possible. When a supervisor of an additional ships leaves a larger convoy, the supervisors convoy remains intact.&lt;br /&gt;
&lt;br /&gt;
The second option is to simply to initiate a flight before the convoy leader initiates one. In this case, if the defecting ship is a supervisor of a smaller convoy, they obviously take their convoy with them.&lt;br /&gt;
&lt;br /&gt;
====Battle structure====&lt;br /&gt;
&lt;br /&gt;
''''' This section requires rewrite once confirmed '''''&lt;br /&gt;
&lt;br /&gt;
In the case of the attack, the battle structure is essential. This is automatically assumed in a fight and can not be influenced directly by the player. All ships of a convoy have the opportunity to fire a shot in each experiment. Attacked is always the ship, which has the strongest firearm and of which, in turn, is the largest. ATTENTION! From this scheme can be waived if you fight against players. We have the ability to adjust their speed dial.&lt;br /&gt;
&lt;br /&gt;
The menu item convoy contains two lists: the list of ships in the current convoy, and the list of ships that are near to be recruited. A ship itself is considered here as a convoy.&lt;br /&gt;
In the first list is specified: Reg no. the ship, the type of vessel and its mass, the actual propulsion of the ship, and the maximum current range, the strongest firearm, player name, and the ship on which the ship depends (in brackets the position of the vessel).&lt;br /&gt;
Reload&lt;br /&gt;
&lt;br /&gt;
In a convoy, it is also possible to provide specific goods and equipment for the ships present are available. The respective objects are easily moved from one ship to another. For this purpose, the target ship must of course provide the appropriate clearance available. The player must simply with the ship, which has the objects in the corresponding ship in a convoy in the numbers field the required number entered next to select the objects. By &amp;quot;reload&amp;quot; the action is made. Money is displaced none, that's up to the players. This provides a simple solution for players is created, the mistake in an uninhabited system or in a system with ground stations but with a ship without Atmos. Flew shield (or similar).&lt;br /&gt;
&lt;br /&gt;
In the presence of an autopilot is no maximum range. It is because only the current range will be about the actual range of the ship, depending on the supply of fuel, go.&lt;br /&gt;
&lt;br /&gt;
====Wrap-convoy====&lt;br /&gt;
&lt;br /&gt;
When using a wrap-drive, the leader of the herd must provide all required energy. Energy requirements are based on the total tonnage of the convoy.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
The top section of this page lists all the details of your current ship.  Then there are two further sections: ship configuration and combat configuration.&lt;br /&gt;
&lt;br /&gt;
=====Ship Configuration=====&lt;br /&gt;
&lt;br /&gt;
Here you can mount alternative engines and guns (it's worth checking here when you buy new engines or guns that they have been automatically mounted correctly).&lt;br /&gt;
&lt;br /&gt;
=====Combat Configuration=====&lt;br /&gt;
&lt;br /&gt;
This section determines behaviour during a combat event. &lt;br /&gt;
&lt;br /&gt;
* Flee at .. % Player's hull condition&lt;br /&gt;
* Hyperspace at .. % Player's hull condition (if an Emergency Hyperdrive is installed)&lt;br /&gt;
* Firing Missile at .. % Player's hull condition&lt;br /&gt;
* Bomb until .. % Target station condition&lt;br /&gt;
* Target selection 1-3 .. Target ship selection priorities when engaging with a convoy/multiple enemy ships&lt;br /&gt;
&lt;br /&gt;
Flee ends the fight, and continues as planned. When a defender attempts to flee, the attacker will continue to pursue possibly triggering another combat event if and when the attacker catches up.&lt;br /&gt;
&lt;br /&gt;
Emergency Hyperdrive also finished the fight, but one is placed into hyperspace. The target is the nearest inhabited system. The flight is slow, but sometimes the last resort.&lt;br /&gt;
&lt;br /&gt;
Warning: neither Flee nor Emergency Hyperdrive is possible if the opponent possesses a Hyperfield Dissipator, as any escape from a fight at least one micro-Hyper-or wrap-hop is&amp;lt;sup[WAT?]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38843</id>
		<title>Ulite: The Main Menu</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38843"/>
		<updated>2014-01-03T15:38:49Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Command Structure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Main Menu==&lt;br /&gt;
&lt;br /&gt;
The main menu is always visible at the top of the screen with the following options:&lt;br /&gt;
* &amp;quot;Ship&amp;quot; - ship and flight&lt;br /&gt;
* &amp;quot;Market&amp;quot; - trade and manufacture&lt;br /&gt;
* &amp;quot;Player&amp;quot; - player-oriented pages&lt;br /&gt;
* &amp;quot;Messages&amp;quot; - in-game mailbox&lt;br /&gt;
* &amp;quot;Logout&amp;quot; - logout.&lt;br /&gt;
&lt;br /&gt;
The submenu will depend on selection of the corresponding main menu option.&lt;br /&gt;
&lt;br /&gt;
At the top of the window is some additional information, including the name of the currently logged in player (top left), the current server time on the 2nd Line, and on the right are a few useful links for the Ulite forum, the help, top 100 players and the stats page, as well as the tech tree.&lt;br /&gt;
&lt;br /&gt;
For players of previous versions that do not want to get used to the new menu system, there is the option &amp;quot;Display menubuttons&amp;quot; under Player Status, where you can choose the number of rows of menu buttons to be displayed. This is useful if untested browsers are used since the position of the buttons may be different from what's expected. The default menu structure consisting of the main and sub-menus is described here as the &amp;quot;Tree&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Some buttons only appear when certain conditions are met. You may toggle this behaviour with the Player Status page option &amp;quot;Always show all menu buttons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Just below the buttons there is a status line indicating the current state of the ship (type of flight with destination information, docked, floating, etc.). At the end of this same row to the right a few more links, namely the universe map (&amp;quot;Universe&amp;quot;), the local space map (&amp;quot;Map&amp;quot;) and the &amp;quot;Distance-List&amp;quot; which lists all systems within 40 light years to the current system.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
Default page when selecting &amp;quot;Ship&amp;quot; from the main menu is the &amp;quot;Flight&amp;quot; page.&lt;br /&gt;
&lt;br /&gt;
===Systems===&lt;br /&gt;
&lt;br /&gt;
First, to clarify: A flight to another system is a hyperspace flight (or interstellar flight). A flight within a system (such as from a point to a station) is a normal (or interplanetary) flight. The hyperspace flight can not be cancelled whereas a normal flight can. To fly somewhere, the target must be declared first. Once you have a target, you'll  get the option to actually initiate the flight. To be able to fly from one system to another system, the on-board computer must first be fed with data from the target system. Under this menu item all systems are listed that are currently reachable. The ship is capable of hyperspace travel only for a limited distance. This maximum distance is dependent on the ship's mass, the drive and from the available fuel.&lt;br /&gt;
&lt;br /&gt;
Within the Drive - Status section, the first item listed is the active drive. Thereafter, the Maximum Range as a function of ship mass and drive. If Maximum Range is 0 Lj (Lj = light-years, a measure of long distances), then either the drive is not functional (ie it needs to be repaired, see &amp;quot;Repair and Maintenance&amp;quot;), or there is no built-in drive. Following this is the Current Range depending on available fuel. There are three types of drives, the (classical) Hyperdrive, the Military Drive, and the Wrap Drive. The Hyperdrive requires Hydrogen Fuel, the Military Drive requires Military Fuel. Fuel consumption depends of the class of the drive (higher class drives consume much more fuel).&lt;br /&gt;
&lt;br /&gt;
The Navigation section lists the inhabited systems that are currently within range (this behaviour can be toggled to also include those which are uninhabited). Along with each system the following details are listed: sector, name, population class, the number of planets, planetary, and orbital number of stations, the distance to the current system and the required fuel to travel to the system. The setting to include uninhabited systems is also located within the Player Status screen (&amp;quot;Show all systems under target systems&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For uninhabited systems there is no population class, and these are dangerous to visit as often hostile ships will be waiting to shoot someone!&lt;br /&gt;
&lt;br /&gt;
Each system has the following buttons:&lt;br /&gt;
* Fly to system (green): The system is entered as the target system and the ship immediately enters hyperspace. The button will appear when you have enough fuel on board.&lt;br /&gt;
* Target system: The system is entered into the targeting computer, but no flight takes place yet. Under the &amp;quot;Flight&amp;quot; submenu, a button will allow you to hyperspace when you're ready.&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
Directly below the navigation bar there is a link &amp;quot;Map&amp;quot; on the map of the current sector with its systems and the surrounding sectors. With this card, you can easily determine a route from one system to another. There are links around the map to navigate &amp;quot;One sector up&amp;quot;, &amp;quot;One sector down&amp;quot;, &amp;quot;One sector left&amp;quot; and &amp;quot;One sector right&amp;quot;. Similarly, the sector coordinates can be entered directly into the end of the URL in the web browser, eg. sector [2,-4]:&lt;br /&gt;
&lt;br /&gt;
'''map.php?map_x=2&amp;amp;map_y=-4'''&lt;br /&gt;
&lt;br /&gt;
Sector coordinates are always given as [x, y]. X is positive to the right and negative to the left, Y is positive increasing upward and negative downward. Inhabited systems are depicted white, while uninhabited systems are grey in color. The sectors are surrounded with green solid lines, the dotted lines have a distance of 2 Lj.&lt;br /&gt;
&lt;br /&gt;
The system 'Map' shows a perspective view of the three-dimensional universe. A system's Z coordinate is depicted with a vertical line and referred to as the &amp;quot;height&amp;quot; of the system. This line ends with a &amp;quot;flag&amp;quot; (small apparent thickening at the end), systems that have the flag on top, float above the map. Where the flag is down, they float below the map.&lt;br /&gt;
&lt;br /&gt;
The first time a system is explored it may take a while for the page to be generated. Just wait a while and try again. Repeatedly pressing on &amp;quot;Map&amp;quot; will bring the message &amp;quot;It is just expected&amp;quot;. If you see this message, just wait a while longer before refreshing the page.&lt;br /&gt;
&lt;br /&gt;
===The distance list===&lt;br /&gt;
The distance list provides a list of all systems, which is up to a distance of 40 light years from the current system. The list has two columns sorted by distance. Each entry lists: sector, name, distance and population class.&lt;br /&gt;
&lt;br /&gt;
===Auto Pilot===&lt;br /&gt;
Auto pilot is designed for long trips without human intervention by automatically hopping between several predetermined systems. To use this option the player needs to have purchased [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment.&lt;br /&gt;
&lt;br /&gt;
Here you program the trip one system at a time, selecting systems within maximum range of the ship for each leg of the journey. These intermediate systems are entered into the autopilot with the &amp;quot;Set System&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
As you add more systems you will see the total fuel requirement is calculated as long as the distance. You can delete entries to traverse an alternative route. You may start flying to any of the systems in the program with the &amp;quot;Fly to system&amp;quot; button, then hyperspace flight begins and you are committed to the route entered to reach the specified system.&lt;br /&gt;
&lt;br /&gt;
Once the program is entered or the journey begins, the final destination is specified under &amp;quot;Stations&amp;quot; submenu, and you can pick a station where you want to dock in the target system.&lt;br /&gt;
&lt;br /&gt;
Flight commences with &amp;quot;Fly to system&amp;quot; in &amp;quot;Auto Pilot&amp;quot;, or with &amp;quot;Fly to station&amp;quot; under &amp;quot;Stations&amp;quot;. The &amp;quot;Flight&amp;quot; screen then shows the same details as usual under the heading &amp;quot;Navigation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Auto pilot is also possible during a Convoy flight. Only the &amp;quot;Leader&amp;quot; requires [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment. However, take note: Each ship requires an appropriate supply of fuel. Be sure to review the fuel supplies of each ship in the convoy and refuel as required (use redistribution of fuel). The Auto Pilot screen ONLY lists statistics such as fuel consumption for the Leader ship, not the fuel consumption of the other ships. The time of arrival may be wrong. Arrival time only refers to a flight of the lead ship alone. Larger ships in the convoy may cause longer flight times than what is predicted by Auto Pilot as the convoy always flies at the speed of the slowest ship.&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
Space stations are located on or in orbit around planets within an inhabited system. After a hyper jump you land somewhere in the target system, but then have to fly to a station. The stations and the planets of the target system are listed on the &amp;quot;Stations&amp;quot; screen. The screen lists the object position number (from inside to outside) of the planet, the planet name, the distance to the sun and respective stations and their positions (distance from the planet). A station may be on the surface of the planet - then it is a ground station - or has a certain distance to the planet, it's a space station. The stations can then be accessed with the buttons:&lt;br /&gt;
* Fly to the station: (orange) Returns the station as a destination station, and immediately flies off.This flight takes place in a normal room and can be interrupted any time by simply typing a different target.&lt;br /&gt;
* Target as destination: Targets this station as a destination, but doesn't start flight.&lt;br /&gt;
&lt;br /&gt;
Planetary information is available by clicking the link (the number/name of the planet).&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the system displayed is always the current &amp;quot;target&amp;quot;. One can therefore look at other systems using the system target functions. Furthermore, you can choose to target or fly to a station within your current/destination system at any time, even if you have already selected a station to fly to and later change your mind (this function is also available during hyperspace flight).&lt;br /&gt;
&lt;br /&gt;
===Flight===&lt;br /&gt;
&lt;br /&gt;
This screen details the current flight to the target system, target planet and allows a destination station to be specified. Similar functions are also listed on the &amp;quot;Systems&amp;quot;, &amp;quot;Stations&amp;quot; and &amp;quot;Objects&amp;quot; screens during flight. There are different colours for each of the options &amp;quot;Fly to system!,&amp;quot; &amp;quot;Fly to planet!&amp;quot; and &amp;quot;Fly to station!&amp;quot;. Furthermore, during interplanetary flight it's possible to view exact coordinates for the ship within the system, the speed of the ship, and possibly also the position and velocity of the target.&lt;br /&gt;
&lt;br /&gt;
In free space, it is also possible at any time to stop the ship (&amp;quot;Brake!&amp;quot; , green), or turn the engines off (&amp;quot;Engines off!&amp;quot;, orange).&lt;br /&gt;
&lt;br /&gt;
Attention, if you turn off the engines and the ship still has a velocity, it drifts further from the system, so it can be very difficult later to reach planets or stations.&lt;br /&gt;
&lt;br /&gt;
The final option available on this screen is to input specific target coordinates. Simply enter the coordinates in the line labelled &amp;quot;Enter&amp;quot; then click the &amp;quot;Fly to coordinates!&amp;quot; Button (green).&lt;br /&gt;
&lt;br /&gt;
===Objects===&lt;br /&gt;
&lt;br /&gt;
In each ship, a scanner is installed (not to be confused with the &amp;quot;Ship Scanner&amp;quot; in the equipment). This scanner detects objects in the current system.&lt;br /&gt;
&lt;br /&gt;
Any objects are listed under this menu item. All the planets and stations are listed in order of distance from the sun. Furthermore, there are also other objects such as other vessels or hyperspace clouds that occur when a ship has jumped recently into hyperspace, or when a ship is soon to come out of of hyperspace in this system. Foreign ships and hyperspace clouds can be investigated in more detail with special equipment.&lt;br /&gt;
&lt;br /&gt;
'''''Following paragraph translation is still not clear and requires further refinement'''''&lt;br /&gt;
&lt;br /&gt;
The scanner provides detailed analysis of an object only up to a distance of 100 AU, but can also locate objects that are farther away. Then there is a corresponding line of text as a last resort. Multiple scanners (up to 7) increase the range. A detail resolution are available with the first Radar Mapper within 15 AU. Additional Radar Mappers are unlimited, and range will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
===Crew===&lt;br /&gt;
&lt;br /&gt;
Larger ships require additional crew. Refer to the &amp;quot;Crew&amp;quot; column of the [[Ulite:_The Ships|The Ships]] page to determine how much crew each ship requires. Additional crew may be hired in the Bar (potential crew are known as &amp;quot;bored persons&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
The Skills region compares skills of the crew with that which is required to fly the ship (skills with * are player only skills).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Skill&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Engine&lt;br /&gt;
| Expected to be equal to the class of the ships drive. Additional skill points add 1% to maximum velocity.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Technics*&lt;br /&gt;
| Determines how fast hull damage can be repaired&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Offensive&lt;br /&gt;
| One weapon is allocated to each of the crew members in the top positions. Each crew should have skill equal to the &amp;quot;Optimal Skill&amp;quot; attribute of the weapon.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Defensive&lt;br /&gt;
| Sum of all active crew. Adds additional shield strength.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Leadership&lt;br /&gt;
| Sum of all active crew. Must be atleast twice the number of crew - 1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Navigation*&lt;br /&gt;
| If this skill is below the expected level for the current ship, interplanetary travel to stations will take longer as your hyperspace attempts are less precise.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Maneuverability*&lt;br /&gt;
| If this skill is below the expected level for the current ship, hull damage may be incurred when docking at stations.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Evasion&lt;br /&gt;
| Sum of all active crew. Decreases the % hit chance to your ship.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Convoy guidance*&lt;br /&gt;
| Determines how many ships may be included in any convoy the player may lead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crew list shows each crew member's skills, wages, next pay date/time and the &amp;quot;Skill-Increase during combat&amp;quot;. You may reorder crew position by modifying the listed sequence numbers and pressing the &amp;quot;Move&amp;quot; button (ensure you do not leave gaps in the sequence numbers of any &amp;quot;active&amp;quot; crew positions or you wont be able to fly). The &amp;quot;Catch up!&amp;quot; button will automatically fill any holes. If you are docked at a station, you can also &amp;quot;Dismiss&amp;quot; crew you no longer want.&lt;br /&gt;
&lt;br /&gt;
Occasionally crew will request a pay increase. In which case a region will appear on the page to manage these requests. If you neglect crew wage demands for too long, they may leave.&lt;br /&gt;
&lt;br /&gt;
When established as part of a convoy, you may also select crew to move into a convoy vessel.&lt;br /&gt;
&lt;br /&gt;
===Convoy===&lt;br /&gt;
&lt;br /&gt;
A convoy is established by the convoy leader. Large convoys may contain a nested command structure of additional convoys. Generally your first exposure to convoys will be that of a convoy participant during early military missions, not that of the leader.&lt;br /&gt;
&lt;br /&gt;
====Command structure====&lt;br /&gt;
In a simple convoy there is one leader and at least one subordinate participant. The leader controls the flight and the participant comes along for the ride. As mentioned however, it's possible to create a tree command structure for your convoy by inviting leaders of multiple additional convoys to join. There are restrictions on the overall tree structure in that it's limited to a depth of three levels. The top level is obviously restricted to a single convoy leader. Level two may consist of up to 10 &amp;quot;supervisors&amp;quot; the 3rd level is restricted to 30 additional participants.&lt;br /&gt;
&lt;br /&gt;
Convoy leader has the control over flight and combat of the convoy. Supervisors have control over distribution of goods between ships&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;. The leader is of course also going to be a supervisor over at least one convoy participant.&lt;br /&gt;
&lt;br /&gt;
The recruitment process is as follows: A ship of the convoy sends a request to the anzuheuernde&amp;lt;sup&amp;gt;[leader?]&amp;lt;/sup&amp;gt; ship. The dude that gets the request confirms it&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Invited ships may be up to 10 km away. They then appear under &amp;quot;convoy&amp;quot; in the list, besides also the button &amp;quot;Request&amp;quot;. The request is a standard message which the other ship receives immediately. The player then has when viewing the message the opportunity to accept the request (&amp;quot;Answer&amp;quot;). After accepting the ship appears on the &amp;quot;convoy&amp;quot; page in the first list under &amp;quot;Ships in the current convoy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Leaving the convoy is possible in several ways. The first way is simple to depend on his own request, relative to the corresponding button &amp;quot;I depend!&amp;quot; In &amp;quot;convoy&amp;quot; (upper list) is possible. When a supervisor of an additional ships leaves a larger convoy, the supervisors convoy remains intact.&lt;br /&gt;
&lt;br /&gt;
The second option is to simply to initiate a flight before the convoy leader initiates one. In this case, if the defecting ship is a supervisor of a smaller convoy, they obviously take their convoy with them.&lt;br /&gt;
&lt;br /&gt;
====Battle structure====&lt;br /&gt;
&lt;br /&gt;
''''' This section requires rewrite once confirmed '''''&lt;br /&gt;
&lt;br /&gt;
In the case of the attack, the battle structure is essential. This is automatically assumed in a fight and can not be influenced directly by the player. All ships of a convoy have the opportunity to fire a shot in each experiment. Attacked is always the ship, which has the strongest firearm and of which, in turn, is the largest. ATTENTION! From this scheme can be waived if you fight against players. We have the ability to adjust their speed dial.&lt;br /&gt;
&lt;br /&gt;
The menu item convoy contains two lists: the list of ships in the current convoy, and the list of ships that are near to be recruited. A ship itself is considered here as a convoy.&lt;br /&gt;
In the first list is specified: Reg no. the ship, the type of vessel and its mass, the actual propulsion of the ship, and the maximum current range, the strongest firearm, player name, and the ship on which the ship depends (in brackets the position of the vessel).&lt;br /&gt;
Reload&lt;br /&gt;
&lt;br /&gt;
In a convoy, it is also possible to provide specific goods and equipment for the ships present are available. The respective objects are easily moved from one ship to another. For this purpose, the target ship must of course provide the appropriate clearance available. The player must simply with the ship, which has the objects in the corresponding ship in a convoy in the numbers field the required number entered next to select the objects. By &amp;quot;reload&amp;quot; the action is made. Money is displaced none, that's up to the players. This provides a simple solution for players is created, the mistake in an uninhabited system or in a system with ground stations but with a ship without Atmos. Flew shield (or similar).&lt;br /&gt;
&lt;br /&gt;
In the presence of an autopilot is no maximum range. It is because only the current range will be about the actual range of the ship, depending on the supply of fuel, go.&lt;br /&gt;
&lt;br /&gt;
====Wrap-convoy====&lt;br /&gt;
&lt;br /&gt;
When using a wrap-drive, the leader of the herd must provide all required energy. Energy requirements are based on the total tonnage of the convoy.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38842</id>
		<title>Ulite: The Main Menu</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38842"/>
		<updated>2014-01-03T15:31:00Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Convoy */ Something like that...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Main Menu==&lt;br /&gt;
&lt;br /&gt;
The main menu is always visible at the top of the screen with the following options:&lt;br /&gt;
* &amp;quot;Ship&amp;quot; - ship and flight&lt;br /&gt;
* &amp;quot;Market&amp;quot; - trade and manufacture&lt;br /&gt;
* &amp;quot;Player&amp;quot; - player-oriented pages&lt;br /&gt;
* &amp;quot;Messages&amp;quot; - in-game mailbox&lt;br /&gt;
* &amp;quot;Logout&amp;quot; - logout.&lt;br /&gt;
&lt;br /&gt;
The submenu will depend on selection of the corresponding main menu option.&lt;br /&gt;
&lt;br /&gt;
At the top of the window is some additional information, including the name of the currently logged in player (top left), the current server time on the 2nd Line, and on the right are a few useful links for the Ulite forum, the help, top 100 players and the stats page, as well as the tech tree.&lt;br /&gt;
&lt;br /&gt;
For players of previous versions that do not want to get used to the new menu system, there is the option &amp;quot;Display menubuttons&amp;quot; under Player Status, where you can choose the number of rows of menu buttons to be displayed. This is useful if untested browsers are used since the position of the buttons may be different from what's expected. The default menu structure consisting of the main and sub-menus is described here as the &amp;quot;Tree&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Some buttons only appear when certain conditions are met. You may toggle this behaviour with the Player Status page option &amp;quot;Always show all menu buttons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Just below the buttons there is a status line indicating the current state of the ship (type of flight with destination information, docked, floating, etc.). At the end of this same row to the right a few more links, namely the universe map (&amp;quot;Universe&amp;quot;), the local space map (&amp;quot;Map&amp;quot;) and the &amp;quot;Distance-List&amp;quot; which lists all systems within 40 light years to the current system.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
Default page when selecting &amp;quot;Ship&amp;quot; from the main menu is the &amp;quot;Flight&amp;quot; page.&lt;br /&gt;
&lt;br /&gt;
===Systems===&lt;br /&gt;
&lt;br /&gt;
First, to clarify: A flight to another system is a hyperspace flight (or interstellar flight). A flight within a system (such as from a point to a station) is a normal (or interplanetary) flight. The hyperspace flight can not be cancelled whereas a normal flight can. To fly somewhere, the target must be declared first. Once you have a target, you'll  get the option to actually initiate the flight. To be able to fly from one system to another system, the on-board computer must first be fed with data from the target system. Under this menu item all systems are listed that are currently reachable. The ship is capable of hyperspace travel only for a limited distance. This maximum distance is dependent on the ship's mass, the drive and from the available fuel.&lt;br /&gt;
&lt;br /&gt;
Within the Drive - Status section, the first item listed is the active drive. Thereafter, the Maximum Range as a function of ship mass and drive. If Maximum Range is 0 Lj (Lj = light-years, a measure of long distances), then either the drive is not functional (ie it needs to be repaired, see &amp;quot;Repair and Maintenance&amp;quot;), or there is no built-in drive. Following this is the Current Range depending on available fuel. There are three types of drives, the (classical) Hyperdrive, the Military Drive, and the Wrap Drive. The Hyperdrive requires Hydrogen Fuel, the Military Drive requires Military Fuel. Fuel consumption depends of the class of the drive (higher class drives consume much more fuel).&lt;br /&gt;
&lt;br /&gt;
The Navigation section lists the inhabited systems that are currently within range (this behaviour can be toggled to also include those which are uninhabited). Along with each system the following details are listed: sector, name, population class, the number of planets, planetary, and orbital number of stations, the distance to the current system and the required fuel to travel to the system. The setting to include uninhabited systems is also located within the Player Status screen (&amp;quot;Show all systems under target systems&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For uninhabited systems there is no population class, and these are dangerous to visit as often hostile ships will be waiting to shoot someone!&lt;br /&gt;
&lt;br /&gt;
Each system has the following buttons:&lt;br /&gt;
* Fly to system (green): The system is entered as the target system and the ship immediately enters hyperspace. The button will appear when you have enough fuel on board.&lt;br /&gt;
* Target system: The system is entered into the targeting computer, but no flight takes place yet. Under the &amp;quot;Flight&amp;quot; submenu, a button will allow you to hyperspace when you're ready.&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
Directly below the navigation bar there is a link &amp;quot;Map&amp;quot; on the map of the current sector with its systems and the surrounding sectors. With this card, you can easily determine a route from one system to another. There are links around the map to navigate &amp;quot;One sector up&amp;quot;, &amp;quot;One sector down&amp;quot;, &amp;quot;One sector left&amp;quot; and &amp;quot;One sector right&amp;quot;. Similarly, the sector coordinates can be entered directly into the end of the URL in the web browser, eg. sector [2,-4]:&lt;br /&gt;
&lt;br /&gt;
'''map.php?map_x=2&amp;amp;map_y=-4'''&lt;br /&gt;
&lt;br /&gt;
Sector coordinates are always given as [x, y]. X is positive to the right and negative to the left, Y is positive increasing upward and negative downward. Inhabited systems are depicted white, while uninhabited systems are grey in color. The sectors are surrounded with green solid lines, the dotted lines have a distance of 2 Lj.&lt;br /&gt;
&lt;br /&gt;
The system 'Map' shows a perspective view of the three-dimensional universe. A system's Z coordinate is depicted with a vertical line and referred to as the &amp;quot;height&amp;quot; of the system. This line ends with a &amp;quot;flag&amp;quot; (small apparent thickening at the end), systems that have the flag on top, float above the map. Where the flag is down, they float below the map.&lt;br /&gt;
&lt;br /&gt;
The first time a system is explored it may take a while for the page to be generated. Just wait a while and try again. Repeatedly pressing on &amp;quot;Map&amp;quot; will bring the message &amp;quot;It is just expected&amp;quot;. If you see this message, just wait a while longer before refreshing the page.&lt;br /&gt;
&lt;br /&gt;
===The distance list===&lt;br /&gt;
The distance list provides a list of all systems, which is up to a distance of 40 light years from the current system. The list has two columns sorted by distance. Each entry lists: sector, name, distance and population class.&lt;br /&gt;
&lt;br /&gt;
===Auto Pilot===&lt;br /&gt;
Auto pilot is designed for long trips without human intervention by automatically hopping between several predetermined systems. To use this option the player needs to have purchased [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment.&lt;br /&gt;
&lt;br /&gt;
Here you program the trip one system at a time, selecting systems within maximum range of the ship for each leg of the journey. These intermediate systems are entered into the autopilot with the &amp;quot;Set System&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
As you add more systems you will see the total fuel requirement is calculated as long as the distance. You can delete entries to traverse an alternative route. You may start flying to any of the systems in the program with the &amp;quot;Fly to system&amp;quot; button, then hyperspace flight begins and you are committed to the route entered to reach the specified system.&lt;br /&gt;
&lt;br /&gt;
Once the program is entered or the journey begins, the final destination is specified under &amp;quot;Stations&amp;quot; submenu, and you can pick a station where you want to dock in the target system.&lt;br /&gt;
&lt;br /&gt;
Flight commences with &amp;quot;Fly to system&amp;quot; in &amp;quot;Auto Pilot&amp;quot;, or with &amp;quot;Fly to station&amp;quot; under &amp;quot;Stations&amp;quot;. The &amp;quot;Flight&amp;quot; screen then shows the same details as usual under the heading &amp;quot;Navigation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Auto pilot is also possible during a Convoy flight. Only the &amp;quot;Leader&amp;quot; requires [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment. However, take note: Each ship requires an appropriate supply of fuel. Be sure to review the fuel supplies of each ship in the convoy and refuel as required (use redistribution of fuel). The Auto Pilot screen ONLY lists statistics such as fuel consumption for the Leader ship, not the fuel consumption of the other ships. The time of arrival may be wrong. Arrival time only refers to a flight of the lead ship alone. Larger ships in the convoy may cause longer flight times than what is predicted by Auto Pilot as the convoy always flies at the speed of the slowest ship.&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
Space stations are located on or in orbit around planets within an inhabited system. After a hyper jump you land somewhere in the target system, but then have to fly to a station. The stations and the planets of the target system are listed on the &amp;quot;Stations&amp;quot; screen. The screen lists the object position number (from inside to outside) of the planet, the planet name, the distance to the sun and respective stations and their positions (distance from the planet). A station may be on the surface of the planet - then it is a ground station - or has a certain distance to the planet, it's a space station. The stations can then be accessed with the buttons:&lt;br /&gt;
* Fly to the station: (orange) Returns the station as a destination station, and immediately flies off.This flight takes place in a normal room and can be interrupted any time by simply typing a different target.&lt;br /&gt;
* Target as destination: Targets this station as a destination, but doesn't start flight.&lt;br /&gt;
&lt;br /&gt;
Planetary information is available by clicking the link (the number/name of the planet).&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the system displayed is always the current &amp;quot;target&amp;quot;. One can therefore look at other systems using the system target functions. Furthermore, you can choose to target or fly to a station within your current/destination system at any time, even if you have already selected a station to fly to and later change your mind (this function is also available during hyperspace flight).&lt;br /&gt;
&lt;br /&gt;
===Flight===&lt;br /&gt;
&lt;br /&gt;
This screen details the current flight to the target system, target planet and allows a destination station to be specified. Similar functions are also listed on the &amp;quot;Systems&amp;quot;, &amp;quot;Stations&amp;quot; and &amp;quot;Objects&amp;quot; screens during flight. There are different colours for each of the options &amp;quot;Fly to system!,&amp;quot; &amp;quot;Fly to planet!&amp;quot; and &amp;quot;Fly to station!&amp;quot;. Furthermore, during interplanetary flight it's possible to view exact coordinates for the ship within the system, the speed of the ship, and possibly also the position and velocity of the target.&lt;br /&gt;
&lt;br /&gt;
In free space, it is also possible at any time to stop the ship (&amp;quot;Brake!&amp;quot; , green), or turn the engines off (&amp;quot;Engines off!&amp;quot;, orange).&lt;br /&gt;
&lt;br /&gt;
Attention, if you turn off the engines and the ship still has a velocity, it drifts further from the system, so it can be very difficult later to reach planets or stations.&lt;br /&gt;
&lt;br /&gt;
The final option available on this screen is to input specific target coordinates. Simply enter the coordinates in the line labelled &amp;quot;Enter&amp;quot; then click the &amp;quot;Fly to coordinates!&amp;quot; Button (green).&lt;br /&gt;
&lt;br /&gt;
===Objects===&lt;br /&gt;
&lt;br /&gt;
In each ship, a scanner is installed (not to be confused with the &amp;quot;Ship Scanner&amp;quot; in the equipment). This scanner detects objects in the current system.&lt;br /&gt;
&lt;br /&gt;
Any objects are listed under this menu item. All the planets and stations are listed in order of distance from the sun. Furthermore, there are also other objects such as other vessels or hyperspace clouds that occur when a ship has jumped recently into hyperspace, or when a ship is soon to come out of of hyperspace in this system. Foreign ships and hyperspace clouds can be investigated in more detail with special equipment.&lt;br /&gt;
&lt;br /&gt;
'''''Following paragraph translation is still not clear and requires further refinement'''''&lt;br /&gt;
&lt;br /&gt;
The scanner provides detailed analysis of an object only up to a distance of 100 AU, but can also locate objects that are farther away. Then there is a corresponding line of text as a last resort. Multiple scanners (up to 7) increase the range. A detail resolution are available with the first Radar Mapper within 15 AU. Additional Radar Mappers are unlimited, and range will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
===Crew===&lt;br /&gt;
&lt;br /&gt;
Larger ships require additional crew. Refer to the &amp;quot;Crew&amp;quot; column of the [[Ulite:_The Ships|The Ships]] page to determine how much crew each ship requires. Additional crew may be hired in the Bar (potential crew are known as &amp;quot;bored persons&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
The Skills region compares skills of the crew with that which is required to fly the ship (skills with * are player only skills).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Skill&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Engine&lt;br /&gt;
| Expected to be equal to the class of the ships drive. Additional skill points add 1% to maximum velocity.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Technics*&lt;br /&gt;
| Determines how fast hull damage can be repaired&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Offensive&lt;br /&gt;
| One weapon is allocated to each of the crew members in the top positions. Each crew should have skill equal to the &amp;quot;Optimal Skill&amp;quot; attribute of the weapon.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Defensive&lt;br /&gt;
| Sum of all active crew. Adds additional shield strength.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Leadership&lt;br /&gt;
| Sum of all active crew. Must be atleast twice the number of crew - 1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Navigation*&lt;br /&gt;
| If this skill is below the expected level for the current ship, interplanetary travel to stations will take longer as your hyperspace attempts are less precise.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Maneuverability*&lt;br /&gt;
| If this skill is below the expected level for the current ship, hull damage may be incurred when docking at stations.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Evasion&lt;br /&gt;
| Sum of all active crew. Decreases the % hit chance to your ship.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Convoy guidance*&lt;br /&gt;
| Determines how many ships may be included in any convoy the player may lead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crew list shows each crew member's skills, wages, next pay date/time and the &amp;quot;Skill-Increase during combat&amp;quot;. You may reorder crew position by modifying the listed sequence numbers and pressing the &amp;quot;Move&amp;quot; button (ensure you do not leave gaps in the sequence numbers of any &amp;quot;active&amp;quot; crew positions or you wont be able to fly). The &amp;quot;Catch up!&amp;quot; button will automatically fill any holes. If you are docked at a station, you can also &amp;quot;Dismiss&amp;quot; crew you no longer want.&lt;br /&gt;
&lt;br /&gt;
Occasionally crew will request a pay increase. In which case a region will appear on the page to manage these requests. If you neglect crew wage demands for too long, they may leave.&lt;br /&gt;
&lt;br /&gt;
When established as part of a convoy, you may also select crew to move into a convoy vessel.&lt;br /&gt;
&lt;br /&gt;
===Convoy===&lt;br /&gt;
&lt;br /&gt;
A convoy is established by the convoy leader. Large convoys may contain a nested command structure of additional convoys. Generally your first exposure to convoys will be that of a convoy participant during early military missions, not that of the leader.&lt;br /&gt;
&lt;br /&gt;
====Command Structure====&lt;br /&gt;
In a simple convoy there is one leader and at least one subordinate participant. The leader controls the flight and the participant comes along for the ride. As mentioned however, it's possible to create a tree command structure for your convoy by inviting leaders of multiple additional convoys to join. There are restrictions on the overall tree structure in that it's limited to a depth of three levels. The top level is obviously restricted to a single convoy leader. Level two may consist of up to 10 &amp;quot;supervisors&amp;quot; the 3rd level is restricted to 30 additional participants.&lt;br /&gt;
&lt;br /&gt;
Convoy leader has the control over flight and combat of the convoy. Supervisors have control over distribution of goods between ships&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;. The leader is of course also going to be a supervisor over at least one convoy participant.&lt;br /&gt;
&lt;br /&gt;
The recruitment process is as follows: A ship of the convoy sends a request to the anzuheuernde&amp;lt;sup&amp;gt;[leader?]&amp;lt;/sup&amp;gt; ship. The dude that gets the request confirms it&amp;lt;sup&amp;gt;[To Be Confirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
Invited ships may be up to 10 km away. They then appear under &amp;quot;convoy&amp;quot; in the list, besides also the button &amp;quot;Request&amp;quot;. The request is a standard message which the other ship receives immediately. The player then has when viewing the message the opportunity to accept the request (&amp;quot;Answer&amp;quot;). After accepting the ship appears on the &amp;quot;convoy&amp;quot; page in the first list under &amp;quot;Ships in the current convoy&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Leaving the convoy is possible in several ways. The first way is simple to depend on his own request, relative to the corresponding button &amp;quot;I depend!&amp;quot; In &amp;quot;convoy&amp;quot; (upper list) is possible. When a supervisor of an additional ships leaves a larger convoy, the supervisors convoy remains intact.&lt;br /&gt;
&lt;br /&gt;
The second option is to simply to initiate a flight before the convoy leader initiates one. In this case, if the defecting ship is a supervisor of a smaller convoy, they obviously take their convoy with them.&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38841</id>
		<title>Ulite: The Main Menu</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38841"/>
		<updated>2014-01-03T15:00:46Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Main Menu==&lt;br /&gt;
&lt;br /&gt;
The main menu is always visible at the top of the screen with the following options:&lt;br /&gt;
* &amp;quot;Ship&amp;quot; - ship and flight&lt;br /&gt;
* &amp;quot;Market&amp;quot; - trade and manufacture&lt;br /&gt;
* &amp;quot;Player&amp;quot; - player-oriented pages&lt;br /&gt;
* &amp;quot;Messages&amp;quot; - in-game mailbox&lt;br /&gt;
* &amp;quot;Logout&amp;quot; - logout.&lt;br /&gt;
&lt;br /&gt;
The submenu will depend on selection of the corresponding main menu option.&lt;br /&gt;
&lt;br /&gt;
At the top of the window is some additional information, including the name of the currently logged in player (top left), the current server time on the 2nd Line, and on the right are a few useful links for the Ulite forum, the help, top 100 players and the stats page, as well as the tech tree.&lt;br /&gt;
&lt;br /&gt;
For players of previous versions that do not want to get used to the new menu system, there is the option &amp;quot;Display menubuttons&amp;quot; under Player Status, where you can choose the number of rows of menu buttons to be displayed. This is useful if untested browsers are used since the position of the buttons may be different from what's expected. The default menu structure consisting of the main and sub-menus is described here as the &amp;quot;Tree&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Some buttons only appear when certain conditions are met. You may toggle this behaviour with the Player Status page option &amp;quot;Always show all menu buttons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Just below the buttons there is a status line indicating the current state of the ship (type of flight with destination information, docked, floating, etc.). At the end of this same row to the right a few more links, namely the universe map (&amp;quot;Universe&amp;quot;), the local space map (&amp;quot;Map&amp;quot;) and the &amp;quot;Distance-List&amp;quot; which lists all systems within 40 light years to the current system.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
Default page when selecting &amp;quot;Ship&amp;quot; from the main menu is the &amp;quot;Flight&amp;quot; page.&lt;br /&gt;
&lt;br /&gt;
===Systems===&lt;br /&gt;
&lt;br /&gt;
First, to clarify: A flight to another system is a hyperspace flight (or interstellar flight). A flight within a system (such as from a point to a station) is a normal (or interplanetary) flight. The hyperspace flight can not be cancelled whereas a normal flight can. To fly somewhere, the target must be declared first. Once you have a target, you'll  get the option to actually initiate the flight. To be able to fly from one system to another system, the on-board computer must first be fed with data from the target system. Under this menu item all systems are listed that are currently reachable. The ship is capable of hyperspace travel only for a limited distance. This maximum distance is dependent on the ship's mass, the drive and from the available fuel.&lt;br /&gt;
&lt;br /&gt;
Within the Drive - Status section, the first item listed is the active drive. Thereafter, the Maximum Range as a function of ship mass and drive. If Maximum Range is 0 Lj (Lj = light-years, a measure of long distances), then either the drive is not functional (ie it needs to be repaired, see &amp;quot;Repair and Maintenance&amp;quot;), or there is no built-in drive. Following this is the Current Range depending on available fuel. There are three types of drives, the (classical) Hyperdrive, the Military Drive, and the Wrap Drive. The Hyperdrive requires Hydrogen Fuel, the Military Drive requires Military Fuel. Fuel consumption depends of the class of the drive (higher class drives consume much more fuel).&lt;br /&gt;
&lt;br /&gt;
The Navigation section lists the inhabited systems that are currently within range (this behaviour can be toggled to also include those which are uninhabited). Along with each system the following details are listed: sector, name, population class, the number of planets, planetary, and orbital number of stations, the distance to the current system and the required fuel to travel to the system. The setting to include uninhabited systems is also located within the Player Status screen (&amp;quot;Show all systems under target systems&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For uninhabited systems there is no population class, and these are dangerous to visit as often hostile ships will be waiting to shoot someone!&lt;br /&gt;
&lt;br /&gt;
Each system has the following buttons:&lt;br /&gt;
* Fly to system (green): The system is entered as the target system and the ship immediately enters hyperspace. The button will appear when you have enough fuel on board.&lt;br /&gt;
* Target system: The system is entered into the targeting computer, but no flight takes place yet. Under the &amp;quot;Flight&amp;quot; submenu, a button will allow you to hyperspace when you're ready.&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
Directly below the navigation bar there is a link &amp;quot;Map&amp;quot; on the map of the current sector with its systems and the surrounding sectors. With this card, you can easily determine a route from one system to another. There are links around the map to navigate &amp;quot;One sector up&amp;quot;, &amp;quot;One sector down&amp;quot;, &amp;quot;One sector left&amp;quot; and &amp;quot;One sector right&amp;quot;. Similarly, the sector coordinates can be entered directly into the end of the URL in the web browser, eg. sector [2,-4]:&lt;br /&gt;
&lt;br /&gt;
'''map.php?map_x=2&amp;amp;map_y=-4'''&lt;br /&gt;
&lt;br /&gt;
Sector coordinates are always given as [x, y]. X is positive to the right and negative to the left, Y is positive increasing upward and negative downward. Inhabited systems are depicted white, while uninhabited systems are grey in color. The sectors are surrounded with green solid lines, the dotted lines have a distance of 2 Lj.&lt;br /&gt;
&lt;br /&gt;
The system 'Map' shows a perspective view of the three-dimensional universe. A system's Z coordinate is depicted with a vertical line and referred to as the &amp;quot;height&amp;quot; of the system. This line ends with a &amp;quot;flag&amp;quot; (small apparent thickening at the end), systems that have the flag on top, float above the map. Where the flag is down, they float below the map.&lt;br /&gt;
&lt;br /&gt;
The first time a system is explored it may take a while for the page to be generated. Just wait a while and try again. Repeatedly pressing on &amp;quot;Map&amp;quot; will bring the message &amp;quot;It is just expected&amp;quot;. If you see this message, just wait a while longer before refreshing the page.&lt;br /&gt;
&lt;br /&gt;
===The distance list===&lt;br /&gt;
The distance list provides a list of all systems, which is up to a distance of 40 light years from the current system. The list has two columns sorted by distance. Each entry lists: sector, name, distance and population class.&lt;br /&gt;
&lt;br /&gt;
===Auto Pilot===&lt;br /&gt;
Auto pilot is designed for long trips without human intervention by automatically hopping between several predetermined systems. To use this option the player needs to have purchased [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment.&lt;br /&gt;
&lt;br /&gt;
Here you program the trip one system at a time, selecting systems within maximum range of the ship for each leg of the journey. These intermediate systems are entered into the autopilot with the &amp;quot;Set System&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
As you add more systems you will see the total fuel requirement is calculated as long as the distance. You can delete entries to traverse an alternative route. You may start flying to any of the systems in the program with the &amp;quot;Fly to system&amp;quot; button, then hyperspace flight begins and you are committed to the route entered to reach the specified system.&lt;br /&gt;
&lt;br /&gt;
Once the program is entered or the journey begins, the final destination is specified under &amp;quot;Stations&amp;quot; submenu, and you can pick a station where you want to dock in the target system.&lt;br /&gt;
&lt;br /&gt;
Flight commences with &amp;quot;Fly to system&amp;quot; in &amp;quot;Auto Pilot&amp;quot;, or with &amp;quot;Fly to station&amp;quot; under &amp;quot;Stations&amp;quot;. The &amp;quot;Flight&amp;quot; screen then shows the same details as usual under the heading &amp;quot;Navigation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Auto pilot is also possible during a Convoy flight. Only the &amp;quot;Leader&amp;quot; requires [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment. However, take note: Each ship requires an appropriate supply of fuel. Be sure to review the fuel supplies of each ship in the convoy and refuel as required (use redistribution of fuel). The Auto Pilot screen ONLY lists statistics such as fuel consumption for the Leader ship, not the fuel consumption of the other ships. The time of arrival may be wrong. Arrival time only refers to a flight of the lead ship alone. Larger ships in the convoy may cause longer flight times than what is predicted by Auto Pilot as the convoy always flies at the speed of the slowest ship.&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
Space stations are located on or in orbit around planets within an inhabited system. After a hyper jump you land somewhere in the target system, but then have to fly to a station. The stations and the planets of the target system are listed on the &amp;quot;Stations&amp;quot; screen. The screen lists the object position number (from inside to outside) of the planet, the planet name, the distance to the sun and respective stations and their positions (distance from the planet). A station may be on the surface of the planet - then it is a ground station - or has a certain distance to the planet, it's a space station. The stations can then be accessed with the buttons:&lt;br /&gt;
* Fly to the station: (orange) Returns the station as a destination station, and immediately flies off.This flight takes place in a normal room and can be interrupted any time by simply typing a different target.&lt;br /&gt;
* Target as destination: Targets this station as a destination, but doesn't start flight.&lt;br /&gt;
&lt;br /&gt;
Planetary information is available by clicking the link (the number/name of the planet).&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the system displayed is always the current &amp;quot;target&amp;quot;. One can therefore look at other systems using the system target functions. Furthermore, you can choose to target or fly to a station within your current/destination system at any time, even if you have already selected a station to fly to and later change your mind (this function is also available during hyperspace flight).&lt;br /&gt;
&lt;br /&gt;
===Flight===&lt;br /&gt;
&lt;br /&gt;
This screen details the current flight to the target system, target planet and allows a destination station to be specified. Similar functions are also listed on the &amp;quot;Systems&amp;quot;, &amp;quot;Stations&amp;quot; and &amp;quot;Objects&amp;quot; screens during flight. There are different colours for each of the options &amp;quot;Fly to system!,&amp;quot; &amp;quot;Fly to planet!&amp;quot; and &amp;quot;Fly to station!&amp;quot;. Furthermore, during interplanetary flight it's possible to view exact coordinates for the ship within the system, the speed of the ship, and possibly also the position and velocity of the target.&lt;br /&gt;
&lt;br /&gt;
In free space, it is also possible at any time to stop the ship (&amp;quot;Brake!&amp;quot; , green), or turn the engines off (&amp;quot;Engines off!&amp;quot;, orange).&lt;br /&gt;
&lt;br /&gt;
Attention, if you turn off the engines and the ship still has a velocity, it drifts further from the system, so it can be very difficult later to reach planets or stations.&lt;br /&gt;
&lt;br /&gt;
The final option available on this screen is to input specific target coordinates. Simply enter the coordinates in the line labelled &amp;quot;Enter&amp;quot; then click the &amp;quot;Fly to coordinates!&amp;quot; Button (green).&lt;br /&gt;
&lt;br /&gt;
===Objects===&lt;br /&gt;
&lt;br /&gt;
In each ship, a scanner is installed (not to be confused with the &amp;quot;Ship Scanner&amp;quot; in the equipment). This scanner detects objects in the current system.&lt;br /&gt;
&lt;br /&gt;
Any objects are listed under this menu item. All the planets and stations are listed in order of distance from the sun. Furthermore, there are also other objects such as other vessels or hyperspace clouds that occur when a ship has jumped recently into hyperspace, or when a ship is soon to come out of of hyperspace in this system. Foreign ships and hyperspace clouds can be investigated in more detail with special equipment.&lt;br /&gt;
&lt;br /&gt;
'''''Following paragraph translation is still not clear and requires further refinement'''''&lt;br /&gt;
&lt;br /&gt;
The scanner provides detailed analysis of an object only up to a distance of 100 AU, but can also locate objects that are farther away. Then there is a corresponding line of text as a last resort. Multiple scanners (up to 7) increase the range. A detail resolution are available with the first Radar Mapper within 15 AU. Additional Radar Mappers are unlimited, and range will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
===Crew===&lt;br /&gt;
&lt;br /&gt;
Larger ships require additional crew. Refer to the &amp;quot;Crew&amp;quot; column of the [[Ulite:_The Ships|The Ships]] page to determine how much crew each ship requires. Additional crew may be hired in the Bar (potential crew are known as &amp;quot;bored persons&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
The Skills region compares skills of the crew with that which is required to fly the ship (skills with * are player only skills).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Skill&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Engine&lt;br /&gt;
| Expected to be equal to the class of the ships drive. Additional skill points add 1% to maximum velocity.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Technics*&lt;br /&gt;
| Determines how fast hull damage can be repaired&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Offensive&lt;br /&gt;
| One weapon is allocated to each of the crew members in the top positions. Each crew should have skill equal to the &amp;quot;Optimal Skill&amp;quot; attribute of the weapon.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Defensive&lt;br /&gt;
| Sum of all active crew. Adds additional shield strength.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Leadership&lt;br /&gt;
| Sum of all active crew. Must be atleast twice the number of crew - 1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Navigation*&lt;br /&gt;
| If this skill is below the expected level for the current ship, interplanetary travel to stations will take longer as your hyperspace attempts are less precise.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Maneuverability*&lt;br /&gt;
| If this skill is below the expected level for the current ship, hull damage may be incurred when docking at stations.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Evasion&lt;br /&gt;
| Sum of all active crew. Decreases the % hit chance to your ship.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Convoy guidance*&lt;br /&gt;
| Determines how many ships may be included in any convoy the player may lead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crew list shows each crew member's skills, wages, next pay date/time and the &amp;quot;Skill-Increase during combat&amp;quot;. You may reorder crew position by modifying the listed sequence numbers and pressing the &amp;quot;Move&amp;quot; button (ensure you do not leave gaps in the sequence numbers of any &amp;quot;active&amp;quot; crew positions or you wont be able to fly). The &amp;quot;Catch up!&amp;quot; button will automatically fill any holes. If you are docked at a station, you can also &amp;quot;Dismiss&amp;quot; crew you no longer want.&lt;br /&gt;
&lt;br /&gt;
Occasionally crew will request a pay increase. In which case a region will appear on the page to manage these requests. If you neglect crew wage demands for too long, they may leave.&lt;br /&gt;
&lt;br /&gt;
When established as part of a convoy, you may also select crew to move into a convoy vessel.&lt;br /&gt;
&lt;br /&gt;
===Convoy===&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38840</id>
		<title>Ulite: The Main Menu</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_The_Main_Menu&amp;diff=38840"/>
		<updated>2014-01-03T14:59:50Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Objects */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==The Main Menu==&lt;br /&gt;
&lt;br /&gt;
The main menu is always visible at the top of the screen with the following options:&lt;br /&gt;
* &amp;quot;Ship&amp;quot; - ship and flight&lt;br /&gt;
* &amp;quot;Market&amp;quot; - trade and manufacture&lt;br /&gt;
* &amp;quot;Player&amp;quot; - player-oriented pages&lt;br /&gt;
* &amp;quot;Messages&amp;quot; - in-game mailbox&lt;br /&gt;
* &amp;quot;Logout&amp;quot; - logout.&lt;br /&gt;
&lt;br /&gt;
The submenu will depend on selection of the corresponding main menu option.&lt;br /&gt;
&lt;br /&gt;
At the top of the window is some additional information, including the name of the currently logged in player (top left), the current server time on the 2nd Line, and on the right are a few useful links for the Ulite forum, the help, top 100 players and the stats page, as well as the tech tree.&lt;br /&gt;
&lt;br /&gt;
For players of previous versions that do not want to get used to the new menu system, there is the option &amp;quot;Display menubuttons&amp;quot; under Player Status, where you can choose the number of rows of menu buttons to be displayed. This is useful if untested browsers are used since the position of the buttons may be different from what's expected. The default menu structure consisting of the main and sub-menus is described here as the &amp;quot;Tree&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Some buttons only appear when certain conditions are met. You may toggle this behaviour with the Player Status page option &amp;quot;Always show all menu buttons&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Just below the buttons there is a status line indicating the current state of the ship (type of flight with destination information, docked, floating, etc.). At the end of this same row to the right a few more links, namely the universe map (&amp;quot;Universe&amp;quot;), the local space map (&amp;quot;Map&amp;quot;) and the &amp;quot;Distance-List&amp;quot; which lists all systems within 40 light years to the current system.&lt;br /&gt;
&lt;br /&gt;
===Ship===&lt;br /&gt;
&lt;br /&gt;
Default page when selecting &amp;quot;Ship&amp;quot; from the main menu is the &amp;quot;Flight&amp;quot; page.&lt;br /&gt;
&lt;br /&gt;
===Systems===&lt;br /&gt;
&lt;br /&gt;
First, to clarify: A flight to another system is a hyperspace flight (or interstellar flight). A flight within a system (such as from a point to a station) is a normal (or interplanetary) flight. The hyperspace flight can not be cancelled whereas a normal flight can. To fly somewhere, the target must be declared first. Once you have a target, you'll  get the option to actually initiate the flight. To be able to fly from one system to another system, the on-board computer must first be fed with data from the target system. Under this menu item all systems are listed that are currently reachable. The ship is capable of hyperspace travel only for a limited distance. This maximum distance is dependent on the ship's mass, the drive and from the available fuel.&lt;br /&gt;
&lt;br /&gt;
Within the Drive - Status section, the first item listed is the active drive. Thereafter, the Maximum Range as a function of ship mass and drive. If Maximum Range is 0 Lj (Lj = light-years, a measure of long distances), then either the drive is not functional (ie it needs to be repaired, see &amp;quot;Repair and Maintenance&amp;quot;), or there is no built-in drive. Following this is the Current Range depending on available fuel. There are three types of drives, the (classical) Hyperdrive, the Military Drive, and the Wrap Drive. The Hyperdrive requires Hydrogen Fuel, the Military Drive requires Military Fuel. Fuel consumption depends of the class of the drive (higher class drives consume much more fuel).&lt;br /&gt;
&lt;br /&gt;
The Navigation section lists the inhabited systems that are currently within range (this behaviour can be toggled to also include those which are uninhabited). Along with each system the following details are listed: sector, name, population class, the number of planets, planetary, and orbital number of stations, the distance to the current system and the required fuel to travel to the system. The setting to include uninhabited systems is also located within the Player Status screen (&amp;quot;Show all systems under target systems&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
For uninhabited systems there is no population class, and these are dangerous to visit as often hostile ships will be waiting to shoot someone!&lt;br /&gt;
&lt;br /&gt;
Each system has the following buttons:&lt;br /&gt;
* Fly to system (green): The system is entered as the target system and the ship immediately enters hyperspace. The button will appear when you have enough fuel on board.&lt;br /&gt;
* Target system: The system is entered into the targeting computer, but no flight takes place yet. Under the &amp;quot;Flight&amp;quot; submenu, a button will allow you to hyperspace when you're ready.&lt;br /&gt;
&lt;br /&gt;
===The Map===&lt;br /&gt;
Directly below the navigation bar there is a link &amp;quot;Map&amp;quot; on the map of the current sector with its systems and the surrounding sectors. With this card, you can easily determine a route from one system to another. There are links around the map to navigate &amp;quot;One sector up&amp;quot;, &amp;quot;One sector down&amp;quot;, &amp;quot;One sector left&amp;quot; and &amp;quot;One sector right&amp;quot;. Similarly, the sector coordinates can be entered directly into the end of the URL in the web browser, eg. sector [2,-4]:&lt;br /&gt;
&lt;br /&gt;
'''map.php?map_x=2&amp;amp;map_y=-4'''&lt;br /&gt;
&lt;br /&gt;
Sector coordinates are always given as [x, y]. X is positive to the right and negative to the left, Y is positive increasing upward and negative downward. Inhabited systems are depicted white, while uninhabited systems are grey in color. The sectors are surrounded with green solid lines, the dotted lines have a distance of 2 Lj.&lt;br /&gt;
&lt;br /&gt;
The system 'Map' shows a perspective view of the three-dimensional universe. A system's Z coordinate is depicted with a vertical line and referred to as the &amp;quot;height&amp;quot; of the system. This line ends with a &amp;quot;flag&amp;quot; (small apparent thickening at the end), systems that have the flag on top, float above the map. Where the flag is down, they float below the map.&lt;br /&gt;
&lt;br /&gt;
The first time a system is explored it may take a while for the page to be generated. Just wait a while and try again. Repeatedly pressing on &amp;quot;Map&amp;quot; will bring the message &amp;quot;It is just expected&amp;quot;. If you see this message, just wait a while longer before refreshing the page.&lt;br /&gt;
&lt;br /&gt;
===The distance list===&lt;br /&gt;
The distance list provides a list of all systems, which is up to a distance of 40 light years from the current system. The list has two columns sorted by distance. Each entry lists: sector, name, distance and population class.&lt;br /&gt;
&lt;br /&gt;
===Auto Pilot===&lt;br /&gt;
Auto pilot is designed for long trips without human intervention by automatically hopping between several predetermined systems. To use this option the player needs to have purchased [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment.&lt;br /&gt;
&lt;br /&gt;
Here you program the trip one system at a time, selecting systems within maximum range of the ship for each leg of the journey. These intermediate systems are entered into the autopilot with the &amp;quot;Set System&amp;quot; button.&lt;br /&gt;
&lt;br /&gt;
As you add more systems you will see the total fuel requirement is calculated as long as the distance. You can delete entries to traverse an alternative route. You may start flying to any of the systems in the program with the &amp;quot;Fly to system&amp;quot; button, then hyperspace flight begins and you are committed to the route entered to reach the specified system.&lt;br /&gt;
&lt;br /&gt;
Once the program is entered or the journey begins, the final destination is specified under &amp;quot;Stations&amp;quot; submenu, and you can pick a station where you want to dock in the target system.&lt;br /&gt;
&lt;br /&gt;
Flight commences with &amp;quot;Fly to system&amp;quot; in &amp;quot;Auto Pilot&amp;quot;, or with &amp;quot;Fly to station&amp;quot; under &amp;quot;Stations&amp;quot;. The &amp;quot;Flight&amp;quot; screen then shows the same details as usual under the heading &amp;quot;Navigation&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
Auto pilot is also possible during a Convoy flight. Only the &amp;quot;Leader&amp;quot; requires [http://www.ulite.at/wareninfo.php?action=117&amp;amp;lang=1 Auto Pilot] equipment. However, take note: Each ship requires an appropriate supply of fuel. Be sure to review the fuel supplies of each ship in the convoy and refuel as required (use redistribution of fuel). The Auto Pilot screen ONLY lists statistics such as fuel consumption for the Leader ship, not the fuel consumption of the other ships. The time of arrival may be wrong. Arrival time only refers to a flight of the lead ship alone. Larger ships in the convoy may cause longer flight times than what is predicted by Auto Pilot as the convoy always flies at the speed of the slowest ship.&lt;br /&gt;
&lt;br /&gt;
===Stations===&lt;br /&gt;
Space stations are located on or in orbit around planets within an inhabited system. After a hyper jump you land somewhere in the target system, but then have to fly to a station. The stations and the planets of the target system are listed on the &amp;quot;Stations&amp;quot; screen. The screen lists the object position number (from inside to outside) of the planet, the planet name, the distance to the sun and respective stations and their positions (distance from the planet). A station may be on the surface of the planet - then it is a ground station - or has a certain distance to the planet, it's a space station. The stations can then be accessed with the buttons:&lt;br /&gt;
* Fly to the station: (orange) Returns the station as a destination station, and immediately flies off.This flight takes place in a normal room and can be interrupted any time by simply typing a different target.&lt;br /&gt;
* Target as destination: Targets this station as a destination, but doesn't start flight.&lt;br /&gt;
&lt;br /&gt;
Planetary information is available by clicking the link (the number/name of the planet).&lt;br /&gt;
&lt;br /&gt;
It should also be noted that the system displayed is always the current &amp;quot;target&amp;quot;. One can therefore look at other systems using the system target functions. Furthermore, you can choose to target or fly to a station within your current/destination system at any time, even if you have already selected a station to fly to and later change your mind (this function is also available during hyperspace flight).&lt;br /&gt;
&lt;br /&gt;
===Flight===&lt;br /&gt;
&lt;br /&gt;
This screen details the current flight to the target system, target planet and allows a destination station to be specified. Similar functions are also listed on the &amp;quot;Systems&amp;quot;, &amp;quot;Stations&amp;quot; and &amp;quot;Objects&amp;quot; screens during flight. There are different colours for each of the options &amp;quot;Fly to system!,&amp;quot; &amp;quot;Fly to planet!&amp;quot; and &amp;quot;Fly to station!&amp;quot;. Furthermore, during interplanetary flight it's possible to view exact coordinates for the ship within the system, the speed of the ship, and possibly also the position and velocity of the target.&lt;br /&gt;
&lt;br /&gt;
In free space, it is also possible at any time to stop the ship (&amp;quot;Brake!&amp;quot; , green), or turn the engines off (&amp;quot;Engines off!&amp;quot;, orange).&lt;br /&gt;
&lt;br /&gt;
Attention, if you turn off the engines and the ship still has a velocity, it drifts further from the system, so it can be very difficult later to reach planets or stations.&lt;br /&gt;
&lt;br /&gt;
The final option available on this screen is to input specific target coordinates. Simply enter the coordinates in the line labelled &amp;quot;Enter&amp;quot; then click the &amp;quot;Fly to coordinates!&amp;quot; Button (green).&lt;br /&gt;
&lt;br /&gt;
===Objects===&lt;br /&gt;
&lt;br /&gt;
In each ship, a scanner is installed (not to be confused with the &amp;quot;Ship Scanner&amp;quot; in the equipment). This scanner detects objects in the current system.&lt;br /&gt;
&lt;br /&gt;
Any objects are listed under this menu item. All the planets and stations are listed in order of distance from the sun. Furthermore, there are also other objects such as other vessels or hyperspace clouds that occur when a ship has jumped recently into hyperspace, or when a ship is soon to come out of of hyperspace in this system. Foreign ships and hyperspace clouds can be investigated in more detail with special equipment.&lt;br /&gt;
&lt;br /&gt;
'''''Following paragraph translated poorly'''''&lt;br /&gt;
&lt;br /&gt;
The scanner provides detailed analysis of an object only up to a distance of 100 AU, but can also locate objects that are farther away. Then there is a corresponding line of text as a last resort. Multiple scanners (up to 7) increase the range. A detail resolution are available with the first Radar Mapper within 15 AU. Additional Radar Mappers are unlimited, and range will increase accordingly.&lt;br /&gt;
&lt;br /&gt;
===Crew===&lt;br /&gt;
&lt;br /&gt;
Larger ships require additional crew. Refer to the &amp;quot;Crew&amp;quot; column of the [[Ulite:_The Ships|The Ships]] page to determine how much crew each ship requires. Additional crew may be hired in the Bar (potential crew are known as &amp;quot;bored persons&amp;quot;). &lt;br /&gt;
&lt;br /&gt;
The Skills region compares skills of the crew with that which is required to fly the ship (skills with * are player only skills).&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Skill&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Description&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Engine&lt;br /&gt;
| Expected to be equal to the class of the ships drive. Additional skill points add 1% to maximum velocity.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Technics*&lt;br /&gt;
| Determines how fast hull damage can be repaired&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Offensive&lt;br /&gt;
| One weapon is allocated to each of the crew members in the top positions. Each crew should have skill equal to the &amp;quot;Optimal Skill&amp;quot; attribute of the weapon.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Defensive&lt;br /&gt;
| Sum of all active crew. Adds additional shield strength.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Leadership&lt;br /&gt;
| Sum of all active crew. Must be atleast twice the number of crew - 1.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Navigation*&lt;br /&gt;
| If this skill is below the expected level for the current ship, interplanetary travel to stations will take longer as your hyperspace attempts are less precise.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Maneuverability*&lt;br /&gt;
| If this skill is below the expected level for the current ship, hull damage may be incurred when docking at stations.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Evasion&lt;br /&gt;
| Sum of all active crew. Decreases the % hit chance to your ship.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Convoy guidance*&lt;br /&gt;
| Determines how many ships may be included in any convoy the player may lead.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The crew list shows each crew member's skills, wages, next pay date/time and the &amp;quot;Skill-Increase during combat&amp;quot;. You may reorder crew position by modifying the listed sequence numbers and pressing the &amp;quot;Move&amp;quot; button (ensure you do not leave gaps in the sequence numbers of any &amp;quot;active&amp;quot; crew positions or you wont be able to fly). The &amp;quot;Catch up!&amp;quot; button will automatically fill any holes. If you are docked at a station, you can also &amp;quot;Dismiss&amp;quot; crew you no longer want.&lt;br /&gt;
&lt;br /&gt;
Occasionally crew will request a pay increase. In which case a region will appear on the page to manage these requests. If you neglect crew wage demands for too long, they may leave.&lt;br /&gt;
&lt;br /&gt;
When established as part of a convoy, you may also select crew to move into a convoy vessel.&lt;br /&gt;
&lt;br /&gt;
===Convoy===&lt;br /&gt;
&lt;br /&gt;
===Configuration===&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Upgrading_your_ship&amp;diff=38834</id>
		<title>Ulite: Upgrading your ship</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Upgrading_your_ship&amp;diff=38834"/>
		<updated>2014-01-01T14:19:54Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Pre-Alliance */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Start Game==&lt;br /&gt;
&lt;br /&gt;
When docked with a space station, the two key tabs under &amp;quot;Market&amp;quot; are &amp;quot;Equipment&amp;quot; and &amp;quot;Ships&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
There are various types of equipment that may be purchased for your existing ship. This is a way of increasing performance at the expense of cargo space. The possible properties of equipment items are many and varied. Read the description of the item for full details of the benefits. Here are a few unofficial categories of equipment that you may encounter:&lt;br /&gt;
* Guns&lt;br /&gt;
* Engines&lt;br /&gt;
* Scanner&lt;br /&gt;
* Power*&lt;br /&gt;
* Shield*&lt;br /&gt;
* Armour*&lt;br /&gt;
* Missile*&lt;br /&gt;
* Offensive Bonuses*&lt;br /&gt;
* Defensive Bonuses*&lt;br /&gt;
* Manoeuvre Bonuses*&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Much of this stuff is only available later on in the game.&lt;br /&gt;
&lt;br /&gt;
===Ships===&lt;br /&gt;
Here you can browse a list of ships for sale in the current station. Get the biggest ship you can afford, always ensuring you have enough cash left over to upgrade the engines and fill the cargo bay. Browse the [[Ulite:_The_Ships]] page to see what's available.&lt;br /&gt;
&lt;br /&gt;
==Pre-Alliance==&lt;br /&gt;
&lt;br /&gt;
After a buffer period when it's impossible to die, you'll require better equipment to survive. Most important thing you have to have onboard is an escape capsule. It brings you to the next public station if your ship is shot down. Otherwise you will be killed. That doesn't mean the game is over, but you have to restart again. All the experience you earned so far will be lost.&lt;br /&gt;
&lt;br /&gt;
More valuable missions come with greater risk. To reduce the risk, alliances have access to weapons, shields, armour and other items that you do not (these take quite some time research and develop). If you have not yet joined an alliance, one option to obtain advanced equipment is to head to the outskirts of the core and dock with alliance stations to see if they have left any surplus equipment for you to buy from them. You can enter any sectors that are not solid in colour on the Universe map without risk of being attacked.&lt;br /&gt;
&lt;br /&gt;
==Alliance==&lt;br /&gt;
&lt;br /&gt;
There are two types of guns, laser and plasma accelerators. As soon as possible you should change to plasma accelerators - these start out at the diminutive but highly effective nano plasma accelerator weighing in at only 6 tonnes. They do more damage and consume less space than the equivalent laser. Connect it with a laser cooling booster, so you can fire much longer with full power. The laser cooling booster works with any kind of weapon.&lt;br /&gt;
&lt;br /&gt;
Your ship should have at least one scanner. It is recommended to have up to three of them onboard. They will help you to pinpoint the enemy. Your shots will be more precise.&lt;br /&gt;
&lt;br /&gt;
Then there should be shields on your ship. The more the better. Shields prevent your hull of being damaged by the enemy. How much shield you can use depends on the defensive skill of you and your crew. It is recommended that you connect the shield with one or more energy booster units. They will recharge the shields, so they can protect you better.&lt;br /&gt;
&lt;br /&gt;
Atmospheric shielding is one of the default equipment of any ship. It is a vital piece of equipment, because you must have it to dock at stations on planets.&lt;br /&gt;
&lt;br /&gt;
On larger ships it is a good idea to install one or more hull repair systems. They fix any damage. They work slow even if you have some of them, but it is cheaper than repairing your ship only at stations. There is the feature of repairing damage 'manually' (self-repair), but this is a very dangerous feature. Hull repair systems are more recommendable.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [[Earning_Money_(Ulite)|Earning Money in Ulite]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Upgrading_your_ship&amp;diff=38833</id>
		<title>Ulite: Upgrading your ship</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Upgrading_your_ship&amp;diff=38833"/>
		<updated>2014-01-01T13:48:24Z</updated>

		<summary type="html">&lt;p&gt;Psylem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Start Game==&lt;br /&gt;
&lt;br /&gt;
When docked with a space station, the two key tabs under &amp;quot;Market&amp;quot; are &amp;quot;Equipment&amp;quot; and &amp;quot;Ships&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
===Equipment===&lt;br /&gt;
There are various types of equipment that may be purchased for your existing ship. This is a way of increasing performance at the expense of cargo space. The possible properties of equipment items are many and varied. Read the description of the item for full details of the benefits. Here are a few unofficial categories of equipment that you may encounter:&lt;br /&gt;
* Guns&lt;br /&gt;
* Engines&lt;br /&gt;
* Scanner&lt;br /&gt;
* Power*&lt;br /&gt;
* Shield*&lt;br /&gt;
* Armour*&lt;br /&gt;
* Missile*&lt;br /&gt;
* Offensive Bonuses*&lt;br /&gt;
* Defensive Bonuses*&lt;br /&gt;
* Manoeuvre Bonuses*&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Much of this stuff is only available later on in the game.&lt;br /&gt;
&lt;br /&gt;
===Ships===&lt;br /&gt;
Here you can browse a list of ships for sale in the current station. Get the biggest ship you can afford, always ensuring you have enough cash left over to upgrade the engines and fill the cargo bay. Browse the [[Ulite:_The_Ships]] page to see what's available.&lt;br /&gt;
&lt;br /&gt;
==Pre-Alliance==&lt;br /&gt;
&lt;br /&gt;
Most important thing you have to have onboard is an escape capsule. It brings you to the next public station if your ship is shot down. Otherwise you will be killed. That doesn't mean the game is over, but you have to restart again. All the experience you earned so far will be lost.&lt;br /&gt;
&lt;br /&gt;
The next thing you should buy is a better gun.&lt;br /&gt;
&lt;br /&gt;
==Alliance==&lt;br /&gt;
&lt;br /&gt;
There are two types of guns, laser and plasma accelerators. As soon as possible you should change to plasma accelerators - these start out at the diminutive but highly effective nano plasma accelerator weighing in at only 6 tonnes. They do more damage and consume less space than the equivalent laser. Connect it with a laser cooling booster, so you can fire much longer with full power. The laser cooling booster works with any kind of weapon.&lt;br /&gt;
&lt;br /&gt;
Your ship should have at least one scanner. It is recommended to have up to three of them onboard. They will help you to pinpoint the enemy. Your shots will be more precise.&lt;br /&gt;
&lt;br /&gt;
Then there should be shields on your ship. The more the better. Shields prevent your hull of being damaged by the enemy. How much shield you can use depends on the defensive skill of you and your crew. It is recommended that you connect the shield with one or more energy booster units. They will recharge the shields, so they can protect you better.&lt;br /&gt;
&lt;br /&gt;
Atmospheric shielding is one of the default equipment of any ship. It is a vital piece of equipment, because you must have it to dock at stations on planets.&lt;br /&gt;
&lt;br /&gt;
On larger ships it is a good idea to install one or more hull repair systems. They fix any damage. They work slow even if you have some of them, but it is cheaper than repairing your ship only at stations. There is the feature of repairing damage 'manually' (self-repair), but this is a very dangerous feature. Hull repair systems are more recommendable.&lt;br /&gt;
&lt;br /&gt;
==Links==&lt;br /&gt;
* [[Earning_Money_(Ulite)|Earning Money in Ulite]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Talk:Ulite:_Upgrading_your_ship&amp;diff=38832</id>
		<title>Talk:Ulite: Upgrading your ship</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Talk:Ulite:_Upgrading_your_ship&amp;diff=38832"/>
		<updated>2014-01-01T13:28:11Z</updated>

		<summary type="html">&lt;p&gt;Psylem: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Not sure this page is particularly good. When a noob has a small ship, a lot of the advice here is wrong. Shields for example don't exist until they are researched. &lt;br /&gt;
[[User:Jaz|JazHaz ]] 22:18, 9 December 2013 (UTC)&lt;br /&gt;
&lt;br /&gt;
Yup, it needs 3 sections at least:&lt;br /&gt;
- Start game, covering equipment basics (also mentioning that the need for guns at this point seems highly optional until you do missions)&lt;br /&gt;
- Pre-alliance, mentioning you can often trade for advanced equipment from alliance bases around the outskirts&lt;br /&gt;
- Alliance, which is where the contents of this page are actually relevant (along with an introduction explaining star base production)&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38831</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38831"/>
		<updated>2014-01-01T13:12:13Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
	<entry>
		<id>http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38830</id>
		<title>Ulite: Production</title>
		<link rel="alternate" type="text/html" href="http://backup.witchspacewiki.org/index.php?title=Ulite:_Production&amp;diff=38830"/>
		<updated>2014-01-01T13:11:38Z</updated>

		<summary type="html">&lt;p&gt;Psylem: /* Station Buildings */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Station Buildings ==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Module&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Group&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Res. pts.&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Requires&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Enables&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Build cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Op. cost&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Buy cost*&lt;br /&gt;
! scope=&amp;quot;col&amp;quot;| Notes&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Agriculture Plant&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| Soil Diffusion&lt;br /&gt;
| 60&lt;br /&gt;
| 2&lt;br /&gt;
| 280.800,0 Cr&lt;br /&gt;
936t Farm Machinery&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Tungeen Processor&lt;br /&gt;
| Biology&lt;br /&gt;
| 40&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 60&lt;br /&gt;
| 1&lt;br /&gt;
| 280,800.0 Cr&lt;br /&gt;
369t Air Processors&lt;br /&gt;
| +2 max. population&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Retort Center&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| 100&lt;br /&gt;
| 2&lt;br /&gt;
| ?&lt;br /&gt;
| +0.1 pop. growth / day&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Soil Diffusion&lt;br /&gt;
| Biology&lt;br /&gt;
| 200&lt;br /&gt;
| Agriculture Plant&lt;br /&gt;
| Underground Agriculture&lt;br /&gt;
| 120&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| +1 food/farmer (n/a barren, radiated, and toxic planets)&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Advanced Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 7500&lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| &lt;br /&gt;
| 5000&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Dead, toxic and inferno planets become barren&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Terraforming&lt;br /&gt;
| Biology&lt;br /&gt;
| 750&lt;br /&gt;
| &lt;br /&gt;
| Gaia Transformation&lt;br /&gt;
| 500&lt;br /&gt;
| 0&lt;br /&gt;
| ?&lt;br /&gt;
| Barren becomes desert or tundra, deserts become arid, tundras become swamp, oceans, swamps, steppe and arid become terran. Each use on a planet doubles costs of production.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;| Star Base&lt;br /&gt;
| Construction&lt;br /&gt;
| 25&lt;br /&gt;
| &lt;br /&gt;
| Battle Station, Parium Construction&lt;br /&gt;
| 400&lt;br /&gt;
| 2&lt;br /&gt;
| 1.872.000,0 Cr&lt;br /&gt;
793t Battle Weapons&lt;br /&gt;
| Required to build ships and ship equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
\* Listed costs are associated with buying a building without any work effort invested. Cost savings from worker effort starts out very significant. The first few days of work reduce the cost more than 5 times the average cost per total days of effort to complete the build. This cost saving reduces exponentially and shallows out towards the end of the build to virtually nothing in the last few days &amp;lt;sup&amp;gt;[Unconfirmed]&amp;lt;/sup&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
{{stub}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Ulite]]&lt;/div&gt;</summary>
		<author><name>Psylem</name></author>
		
	</entry>
</feed>