What's in your Cargo Hold?

Artifacts
Carrying Artifacts Increase Chances of Solar Accidents for each Artifact.
  • Each Artifact that the Captain carries increases the number of accidents by +1%
  • Each accident will cause between 0 and 10 points of damage per effected area
  • Each artifact that the Captain carries increases the amount of damage done to each area by +1%. So of the Captain is about to suffer 30 points of Accident damage and is carrying 20 Artifacts the actual total will be 36 points of Accident damage.
  • For each artifact that the Captain carries the severity of the accident is increased by +2%.
  • An accident has a severity rating from 1-100 and is randomly generated based on distance from green sectors, rumors. Artifacts modify that total. At 1 the Accident only effects Solar Sails. At 100 it effects solar sails, crew and engines (each taking 0-10 points of damage.)
Electronics
Carrying Electronics is a double edge sword providing benefits and penalties.
  • Each Electronics in the Cargo hold Increases Chances of Encounters by +1%
  • Each Electronics in the Cargo hold Increases the rating of the enemy ships by +2%. Enemy ship Rating is divided between Ship Cost, AI Intelligence and NPC Captain XP.
  • Each Electronics in the Cargo Hold Increases the chance that the enemy ship will be a Military Officer on Patrol for Spies (up to +30% maximum)
  • Each Electronics in the Cargo Hold Increases the chance of successful Surveillance by roughly 1% under ideal (non-rumor, non-conflict, orbital conditions.) This bonus could vary between 0.1% (Radiation Storm, Deep Space) and 2.68% (low security independent world.)
  • Each Electronics in the Cargo Hold increases the chance of a bonus +1 Record being created by 1%
Weapons
Carrying Weapons is a double edge sword providing benefits and penalties.
  • Each Weapon in the Cargo hold Increases Chances of Encounters by +1%
  • Each Weapon in the Cargo hold Increases the rating of the enemy ships by +2%. Enemy ship Rating is divided between Ship Cost, AI Intelligence and NPC Captain XP.
  • Each Weapon in the Cargo Hold Increases the chance of successful Blockade by roughly 1% under ideal (non-rumor, non-conflict, orbital conditions.) This bonus could vary between 0.1% (Navy Crack Down, Capital World) and 2.68% (Radiation Storm, Nonindependent World.)
  • Each Weapon in the Cargo Hold increases the chance of a bonus +100 Credits being created by 1%
Records
Carrying Records in the hold is useful.
  • Each Record in the Hold provides a +1 Explorer Bonus up to 80% of the Planet's total Danger or Richness, whichever is higher (AKA, optimal for player.)
  • Each Record in the hold provides a +0.5 Explorer Bonus for the Scout Officer

Misc. Bonus System
You may elect to carry miscellaneous trade supplies to help your officers. These bonus do not apply unless the officer is on board.
  • Spice - 10% Hold Spice Provides Political Officer +1 Negotiation Per Unit
  • Metals - 10% Hold Metals Provides Mechanical Officer +1 Repair Per Unit
  • Crystals - 10% Hold Crystals Provides Mechanical Officer +0.5 Repair Per Unit
  • Vudka - 10% Hold Metals Provides First Mate +1 Crew Boss Per Unit
Universal Bonus
These bonuses apply even with a single unit on board.
  • Luxury Rations - Slows Rate of Morale Decline By 2% Per Unit During Water-Fuel Use (3% with First Mate)


Read more:http://startradersrpg.proboards.com/index.cgi?board=tips&action=display&thread=709&page=2#ixzz1RlgiT29Q

Comments

  1. Incredibly useful article. Thanks for writing this up! I refer to it often to strategize my cargo space and ensure maximum benefits from my missions and officers. This game has so much richness and depth!!!

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  2. Great summary!

    Minor correction:
    > Vudka - 10% Hold Metals Provides First Mate +1 Crew Boss Per Unit

    Should be this?
    > Vudka - 10% Hold Vudka Provides First Mate +1 Crew Boss Per Unit

    ReplyDelete

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