|
Shields
are average, inexpensive and flexible. |
|
Propulsion
systems are good, and made better by Era 4 and 6 Military
Improvements. |
|
Astro-Navigation
is average. |
|
ECM is good and flexible. |
|
Offensive
Projectiles are excellent. Planet Attack capability is very
high for DN and SD vessels. Close range firepower is limited
to DN and SD vessels. |
|
Defensive
Projectiles are good and flexible. |
|
Beam Weapons non-existant (at least until Era 10). |
|
Military Improvements upgrade penetration, interception, rate
of fire, deflection, evasion, propulsion and outer screen.
|
|
SP
costs for Era jumps are very low. This means there is no practical
reason why you can't jump from one era to another when selecting
the next tech to research. |
|
Warlike nature may restrict diplomatic opportunities in multiplayer
games. |
|
Zero trade capability makes alliances very one-way (the wrong
way) from an economic standpoint. |
|
Base Rate of Fire is 80. Excellent. |