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Sensors and Control Systems
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== Sensors == Sensors and Control Systems covers all technologies related to detecting, tracking, and identifying targets, surveying star systems, countering electronic interference, and managing ship command functions. These technologies improve situational awareness, targeting accuracy, electronic resilience, and overall fleet coordination. === Active Grav Sensors === Active sensor strength per hull space of the component. Provides the strength of the output pulse for active sensors, which are used to detect alien ships based on their size. The active pulse can be detected by GPD sensors. {| class="wikitable" ! Strength !! 2 !! 10 !! 12 !! 16 !! 21 !! 28 !! 36 !! 48 !! 60 !! 80 !! 100 !! 135 !! 180 |- ! RP Cost | 500 || 1000 || 2000 || 4000 || 8000 || 15000 || 30000 || 60000 || 125000 || 250000 || 500000 || 1000000 || 2000000 |} === EM Sensors === Electromagnetic sensor strength per hull space of the sensor component. EM sensors detect alien active sensor emissions and the shield output of alien ships. {| class="wikitable" ! Sensitivity !! 5 !! 6 !! 8 !! 11 !! 14 !! 18 !! 24 !! 32 !! 40 !! 50 !! 60 !! 75 |- ! RP Cost | 1000 || 2000 || 4000 || 8000 || 15000 || 30000 || 60000 || 120000 || 250000 || 500000 || 1000000 || 2000000 |} === Geological Survey Sensors === Allows a ship to survey system bodies for mineral deposits or alien ruins. {| class="wikitable" ! Tech !! Conventional (0.2) !! Improved (1) !! Advanced (2) !! Advanced Geological (3) |- ! Survey Points / Hour | 1 || 1 || 2 || 3 |- ! RP Cost | 500 || 1000 || 10000 || 35000 |} === Gravitational Survey Sensors === Allows a ship to survey for jump points by visiting survey locations. {| class="wikitable" ! Tech !! Conventional (0.2) !! Improved (1) !! Advanced (2) !! Advanced Gravitational (3) |- ! Survey Points / Hour | 1 || 1 || 2 || 3 |- ! RP Cost | 500 || 2000 || 10000 || 35000 |} == Fire Control == === Fire Control Range === Maximum beam fire control range for a size 1 component. Components may be built up to size 4 with linear range increase. {| class="wikitable" ! Range (km) !! 20,000 !! 32,000 !! 48,000 !! 64,000 !! 80,000 !! 96,000 !! 120,000 !! 150,000 !! 200,000 !! 250,000 !! 300,000 !! 350,000 |- ! RP Cost | 1000 || 2000 || 4000 || 8000 || 16000 || 30000 || 60000 || 125000 || 250000 || 500000 || 1000000 || 2000000 |} === Fire Control Speed Rating === Maximum target speed that a beam fire control can engage without accuracy penalty. {| class="wikitable" ! Speed (km/s) !! 1250 !! 2000 !! 3000 !! 4000 !! 5000 !! 6250 !! 8000 !! 10000 !! 12500 !! 15000 !! 20000 !! 25000 |- ! RP Cost | 1000 || 2000 || 4000 || 8000 || 16000 || 30000 || 60000 || 125000 || 250000 || 500000 || 1000000 || 2000000 |} === Max Tracking Time Bonus vs Missiles === Allows increased tracking speeds for beam fire controls engaging missiles based on continuous tracking time. {| class="wikitable" ! Time (sec) !! 0 !! 120 (24%) !! 160 (32%) !! 200 (40%) !! 250 (50%) |- ! RP Cost | 500 || 15000 || 30000 || 60000 || 120000 |} == Electronic Warfare == {| class="wikitable" ! Technology !! RP Cost !! Description |- | Electronic Warfare || 5,000 || Prerequisite technology for ECCM, ELINT, fire control jammers, and electronic hardening. |} === ECCM === ECCM allows fire controls and missiles to overcome target ECM. {| class="wikitable" ! Level !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 |- ! RP Cost | 1 || 5000 || 10000 || 20000 || 40000 || 80000 || 150000 || 300000 || 600000 || 1250000 || 2500000 |} === Fire Control Jammers === Reduces accuracy of hostile beam fire controls. {| class="wikitable" ! Jammer !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 !! 7 !! 8 !! 9 !! 10 |- ! RP Cost | 2500 || 5000 || 10000 || 20000 || 40000 || 80000 || 150000 || 300000 || 600000 || 1200000 |} === ELINT === Allows processing and analysis of signals intelligence. {| class="wikitable" ! Strength !! 5 !! 6 !! 8 !! 11 !! 14 |- ! RP Cost | 2000 || 4000 || 8000 || 15000 || 30000 |} === Electronic Hardening === Protects electronic systems against anti-electronic weapons or effects. {| class="wikitable" ! Level !! 0 !! 1 !! 2 !! 3 !! 4 !! 5 !! 6 |- ! Chance of Protection | 0% || 30% || 50% || 70% || 80% || 90% || 95% |- ! RP Cost | 1000 || 2500 || 5000 || 10000 || 20000 || 40000 || 80000 |} == Command == === Command and Control Systems === Command and Control Systems covers all shipboard command modules, including bridges, engineering centers, flight control, and science departments. These technologies enable ship operation, officer assignments, fleet coordination, and diplomatic communication. {| class="wikitable" ! Technology !! RP Cost !! Description |- | Bridge || 100 || Essential for every ship and the location of the ship commander. |- | Auxiliary Control || 1,000 || A secondary bridge as a reserve for the main bridge. Required for the Executive Officer position. |- | Combat Information Centre || 8,000 || Acts as a tactical control centre, allowing improved targeting of weapons. Required for the Tactical Officer position. |- | Flag Bridge || 2,000 || Allows assignment of a fleet commander and improves fleet reaction rating based on the commander’s Reaction Bonus. |- | Main Engineering || 6,000 || Centre for damage control and maintenance. Required for the Chief Engineer position. |- | Science Department || 1,000 || Required for the Science Officer position. Improves geological and gravitational survey speed based on officer bonuses. |- | Primary Flight Control || 4,000 || Required for the Flight Control Officer. Improves fighter operations and coordination. |- | Diplomacy Module || 10 || Improves communication attempts with alien civilizations and aids relationship increases. |} == Research Fields == * [[Biology and Genetics]] * [[Construction and Production]] * [[Defensive Systems]] * [[Direct Fire Weapons]] * [[Ground Research|Ground Combat]] * [[Logistics]] * [[Missile Research|Missiles]] * [[Power and Propulsion]] * [[Sensors and Control Systems]] [[Category:Research]]
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