Your race begins with 14 development points to divide between the various aspects of development. This will define your race's technology and adaptability. At the start of each turn, players will receive 1 additional development point to spend amongst their development abilities that turn. Note that you can 'save up' DP (development points) to spend in future turns, this becomes important when you need to reach new levels of development as the DP cost to improve them begins to increase.
Ranks and Levels
The game starts at the first tech level, essentially a bit ahead of modern day earth. Each development aspect has a rank, which defines how well developed the aspect is. Aspects have four ranks per Level. When a category has reached the fourth rank, you need to invest in a higher level category to develop further. For example, your species has mastered the first level of Economics with rank 4, after investing a total of 4 DP. To develop further in Economics, you will need to invest in level 2, which will cost 2 DP per rank instead of just 1.
Development Aspects
(affects resource-trading between your worlds and can affect infrastructure cap)
Level 1 logistics provides the following;
1 Rank: When determining local resources for building a structure on a world or station, you may use one resource point (ore or gas) from another world or station of yours within 2 hexes, once per turn.
2 Ranks: May use 2 resource points from amongst any number of your worlds or stations within 2 hexes of one another.
3 Ranks: May use 3 resource points from amongst any number of your worlds or stations within 2 hexes of one another.
4 Ranks: May use 4 resource points from amongst any number of your worlds or stations within 2 hexes of one another, your infrastructure cap is increased by 1 on all worlds and stations.
Level 2 logistics provides the following;
1 Rank: May use 5 resource points from amongst any number of your worlds or stations within 4 hexes of one another.
2 Ranks: May use 6 resource points from amongst any number of your worlds or stations within 4 hexes.
3 Ranks: May use 7 resource points from amongst any number of your worlds or stations within 4 hexes.
4 Ranks: May use 8 resource points from amongst any number of your worlds or stations within 4 hexes, your infrastructure cap is increased by 1 on all worlds and stations.
Level 3 logistics provides the following;
1 Rank: May use 9 resource points from amongst any number of your worlds or stations within 6 hexes of one another.
2 Ranks: May use 10 resource points from amongst any number of your worlds or stations within 6 hexes.
3 Ranks: May use 11 resource points from amongst any number of your worlds or stations within 6 hexes.
4 Ranks: May use 12 resource points from amongst any number of your worlds or stations within 6 hexes, your infrastructure cap is increased by 1 on all worlds and stations.
(can provide information, sabotage enemy tech, assassinate important leaders, etc)
Points in subterfuge grant access to new actions (such as gathering information, or assassination), and also improve upon the ones you have. Subterfuge can hinder foes internally and provide you with valuable information. It also can prevent others from stealing technology or gathering information from you. (See ability details below)
Level 1 subterfuge provides the following;
1 Rank: You gain the 'Gather Information' ability.
2 Ranks: Your subterfuge is improved.
3 Ranks: You gain the 'Sabotage' ability.
4 Ranks: Your subterfuge is improved.
Level 2 subterfuge provides the following;
1 Rank: Your subterfuge is improved.
2 Ranks: Your gain the 'False Orders' ability.
3 Ranks: Your subterfuge is improved.
4 Ranks: You gain the 'Assassination' ability.
Level 3 subterfuge provides the following;
1 Rank: Your subterfuge is improved.
2 Ranks: Your subterfuge is improved.
3 Ranks: Your subterfuge is improved.
4 Ranks: You gain one additional use of each subterfuge ability per turn.
Subterfuge Actions
At level 1, you may only use these actions once per turn. You do not begin with all of these abilities, but unlock them through more ranks of subterfuge. Higher levels may also allow multiple uses each turn, as well as additional actions.
Gather Information: This part of subterfuge allows you to come across information you would otherwise not have access too. To gain this information, you must have access to the originator's worlds via trade routes, black market links, having ships in their systems, etc. You must also have higher subterfuge then the higher of their subterfuge or security systems/forces.
Sabotage: This part of subterfuge allows you to disrupt fleet and structures. To do so you must have access to what you are using it on. For example, you may sabotage ships from a shipyard you have access to via trade routes, black market connections or having a ship in system.
-Sabotage Structures: Your must have a ship in-system with the world or station to be targeted. When it is used, you select which one you are affecting, this may also affect buildings that are not yet completed. The building becomes disabled at the start of the player's next turn, they must spend resources equal to the base cost of the structure to get it working again that turn (based on construction speed). You must have higher subterfuge than the higher of the target's subterfuge or security forces/systems. This is declared at the end of your turn.
-Ship Sabotage: To be used on ships or stations, you must have a ship in-system with them, or have access to the shipyards they were built at or repaired in that turn. At the start of their next turn, the ships have a stat reduced by a total number of ranks equal to your sabotage ranks (divided as you choose between stations and ships). You cannot reduce a ship's/station's basic hull value below 1 in this way. These defects remain until the ships are repaired. The ranks of damage you inflict are reduced by a total amount equal to the higher of the defender's subterfuge or security forces/systems. This is declared at the end of your turn.
Level 2 subterfuge abilities
False Orders: To be used on ships, you must have a ship or station in-system with them. You issue a set of false orders, such as a ceasefire, a retreat or maybe even an attack order. The total size of the affected ships cannot exceed 1/2 of your total subterfuge ranks. The crew will not recklessly endanger themselves without good reason, and as such, a bit of persuasion may be needed for any drastic orders. The crew will immediately act on orders received however and continue to act on them until completed or for 1 full turn. You cannot issue the same order more than once to a craft. You must have higher subterfuge than the higher of the target's subterfuge or security forces/systems. This can be used at any time.
Assassination: This is used at the end of a turn, you need a ship in-system with the planet or station to be targeted. The following turn, the target planet or station provides no resources and does not gain any infrastructure that turn. Each time you use this on a target, your subterfuge rank for this ability is cumulatively reduced by 1 for future attempts on that target. You must have higher subterfuge than the higher of the target's subterfuge or security forces/systems.
Ship Tech (See 'Technology' for more information)
-Each rank provides 2 Tech Points
Defense Tech (See 'Technology' for more information)
-Each rank provides 2 Tech Points
Planet Tech (See 'Technology' for more information)
-Each rank provides 2 Tech Points