Old Gus' Starflight Codex

Legend

v2.0c | Git | ☕ Ko-fi

Launch Codes

History

  • 2100  —Humanity discovers Endurium and researches its properties.
  • 2150  —Humanity discovers Endurium's application to hyperspace travel and begins exploring. Mardan-4 is colonized and exploited for its mineral wealth. The Empire is born.
  • 2300  —Humanity encounters the Velox.
  • 2650  —Major Endurium finds usher in The Empire's Golden Era. Humanity's ships venture deeper into space than ever before.
  • 2675  —The Empire encounters the Spemin.
  • 2770  —The Empire encounters the Thrynn and Elowan.
  • 3000  —The First Wave begins: Numlox and Phlegmak ships attack from coreward space.
  • 3120  —The Empire allies with the Velox to combat the Numlox and Phlegmak menace.
  • 3260  —The First Wave ends.
  • 3400  —The Second Wave: Spemin, Gazurtoid, and Uhlek ships attack from coreward space and settle outward.
  • 3450  —In a desperate attempt to save humanity, The Noah Project is initiated.
  • 3454  —Noah 2 launches and colonizes Arth.
  • 3466  —Noah 6 launches, a deep space expedition in cooperation with the Elowan.
  • 3480  —Earth—The birthplace and heart of The Empire—falls when its sun mysteriously flares.
  • 3505  —Uhlek bombs hit Arth, creating a southern hot zone and forcing survivors underground.
  • 3520  —Arth's governments and societies collapse. The Dark Years begin.
  • 4400  —Arth forms a new governing council. An industrial revolution begins, and the surface is reclaimed.
  • 4500  —Rediscovery of sublight speed space flight.
  • 4594  —Rediscovery of Noah 2 colony and Endurium.
  • 4615  —Humanity ventures beyond the Arth system.
  • 4620  —Present day.

Science

Colonization
TemperatureTemperate–Tropical
Gravity0.7–2.0 G
AtmosphereOxygen
HydrosphereWater
WeatherNone, Calm, Moderate

Recommending a world for colonization pays a significant sum. The amount increases if the planet is particularly ideal for human life.

Planets with rich biological and mineral density are more valuable.

Humans can survive on planets up to 2.0 G, but are more comfortable ton a planet with less than 1.3 G.

Planets with 8.0 G or more crush the hull upon landing.

Star Temperatures
  • Red StarM (COOLEST)
  • Orange StarK
  • Yellow StarG
  • White StarF
  • Green StarA
  • Teal StarB
  • Blue StarO (HOTTEST)

The hotter a star is, the further away habitable planets must orbit it.

Planetary Surface
  • MOLTEN
  • ROCK
  • LIQUID
  • FROZEN
  • GAS GIANT
Lifeforms

Interstel pays for lifeforms and lifeform scan data at Arth's Starport.

Lifeform value is increased if it is previously unencountered, larger, more intelligent, or predatory. The distance of the creature's origin from Arth also increases value.

Hostile lifeforms must be stunned before capture. Floating and flying lifeforms can't be captured.

Dead lifeforms are worthless.

Star Flare Schedule
MM-YYYY Sector (X)
01-4620 200–193
02-4620 192–186
03-4620 185–178
04-4620 177–171
05-4620 170–163
06-4620 162–155
07-4620 154–148
08-4620 147–141
09-4620 140–133
10-4620 132–126

Stellar flare phenomena are moving coreward to outward at a rate 7 clicks per month.

Your mission is to determine the cause of the solar flares.

Ships caught in a flaring star system are destroyed. Arth will be destroyed in 10-4620.

Engineering

Hyperspace Travel
Engines Fuel (CM) Unit
Class 10.49Click
Class 20.41Click
Class 30.33Click
Class 40.25Click
Class 50.16Click

Hyperspace travel consumes Endurium fuel, measured in cubic meters (CM). A click measures 1 unit on the starmap.

In combat, superior engines allow the ship to move before enemy ships.

Carrying heavy cargo or equipping armor also slows the ship down in combat.

System Power
Activity Fuel (CM) Unit
Land 0.25G
Launch 0.25G
Shields Raised 0.10Hour
Lasers Armed 0.01Hour
Missiles Armed 0.05Hour

Performing planetary maneuvers and arming weapon systems consumes Endurium fuel.

Endurium (Fuel)
DD-MM-YYYY MU/CM
01-01-4620 1000
20-02-4620 1500
15-05-4620 2000

Endurium fuel cost increases over time.

Cargo Capacity

Interstel ships have 50 CM cargo capacity. Endurium fuel, minerals, lifeforms, and artifacts all count against the ship's cargo capacity.

Cargo Pods add 50 CM of cargo capacity.

Terrain Vehicle (TV)

After landing on a planet, the crew can disembark in TV to search for minerals, lifeforms, ruins, Endurium fuel, message logs or artifacts.

The TV has a cargo capcity of 50 CM. Cargo is loaded into the ship upon return. If the ship is full, the remainder remains in the TV.

Minerals appear in higher concentrations on rocky planets in higher elevations.

Difficult terrain and violent weather decrease TV energy efficiency.

If the TV runs out of energy, the crew must return to the ship on foot. Replacing a TV is expensive!

Minerals
Element MU/CM
Aluminum220
Antimony280
Chromium260
Cobalt80
Copper120
Gold380
Iron60
Lead40
Magnesium200
Mercury320
Molybdenum160
Nickel100
Platinum400
Plutonium420
Promethium300
Rodnium440
Silver360
Tin180
Titanium240
Tungsten340
Zinc140

If ship equipment is damaged, Repair Elements allow a skilled engineer to get it working again. Thrynn captains might exchange Endurium fuel for Plutonium.

Combat

Interstel Shields
Shields DEF DR
Class 1400
Class 260020%
Class 380040%
Class 4100060%
Class 5100080%

Shield strength regenerates over time.

Shields don't function in nebulae.

Interstel Armor
Armor DEF DR
Ship Hull250
Class 1500
Class 275020%
Class 3100040%
Class 4125060%
Class 5150080%

As armor is damaged, its DR rounds to nearest class.

Armor slows ship accelleration in combat.

Interstel Ship Diagram

Damage resistance (DR) subtracts a percentage of incoming damage while defenses function.

Purchase cargo pods, weapons, and defenses for your ship at Interstel's Starport orbiting Arth.

You can pay Interstel to repair the ship.

Lasers
Laser Damage
Class 190
Class 2210
Class 3360
Class 4510
Class 5660

Lasers have a maximum range of 6 spaces, and their damage is reduced by 5% each space traveled to the target ship.

Missiles
Missile Damage
Class 1200
Class 2400
Class 3700
Class 41000
Class 51500
Plasma Bolt4000

The Plasma bolts fired by Uhlek warships home in on Interstel ships.

Alien Defense
Tech DEF
Ship Hull0–199
Class 1200–399
Class 2400–599
Class 3600–799
Class 4800–999
Class 51000–1199
Class 61200–1399
Class 71400–1599

Total alien ship defenses are equal to:

200 + [ (Armor + Shields) / 200 ]

Aliens adapt defenses each time a ship is destroyed, raising defense levels after the encounter.

This pattern continues until a fleet is destroyed. Powerful aliens with large fleets can gain defenses beyond class 5.

Artifacts

  • Valuables —Not all artifacts have functions useful for hyperspace travel. You can sell artifacts at Arth's Starport or to interested aliens.
  • Black Egg —Planetary destruction devices of Phlegmak origin.
  • Crystal Cone —Locates Control Nexus of the Crystal Planet.
  • Crystal Orb —Bypasses Crystal Planet defenses and allows ship to land on surface. Stealing it triggers a conflict with the Velox.
  • Crystal Pearl —Warps ship out of combat if ship systems are damaged.
  • Dodecahedron —Increases alien encounter rates. Not recommended when moving through hostile territory.
  • Ellipsoid —Return to Velox—who refer to it as a Focusing Stone—to establish friendly relations.
  • Flat Device —Protects the terrain vehicle (TV) from hostile lifeforms.
  • Hypercube —Hours of fun for the kids!
  • Red Cylinder —Scans for ancient ruins and artifacts on the captain's Landing interface.
  • Ring Device —Scans for nearby continuum fluxes.
  • Rod Device —Causes shields to occasionally deflect laser attacks.
  • Shimmering Ball —A cloaking device allows the ship to occasionally avoid enemy fire. This effect can make outruning a Uhlek plasma bolt more difficult.
  • Tesseract —Halves Endurium fuel consumption for hyperspace travel.
  • Whining Orb —Translates Spemin language.
Species Profile : Interstel
Starport

Captains of the fleet, the situation has never been more grave. Within two years, the star our home planet of Arth orbits will flare, killing all life in the system. This phenomenon is not unique to our star: flares have been deted all over this region of space, moving coreward to outward. Your mission is to find out why this is happening, and put a stop to it. Failing that, find as many colony worlds as you can. We'll need somewhere to begin again if Arth can't be saved.

[Ship]
Interstel Ship
  • Shields: 0–5
  • Armor: 0–5
  • Lasers: 0–5
  • Missiles: 0–5
  • Tech: Artifacts
  • Repairs:
    • Aluminum
    • Cobalt
    • Molybdenum
    • Promethium
    • Titanium
[Ship]
Police
  • Shields: 15000
  • Armor: 15000
  • Lasers: —
  • Missiles: 3
  • Tech: Engine Disruptor
  • Components:
    • Gold (20)
    • Silver (20)
    • Platiunum (20)
    • Endurium (25)
[Ship]
Nomad Probe
  • Shields: 0
  • Armor: 5
  • Lasers: —
  • Missiles: —
  • Components:
    • Iron
    • Magnesium
    • Endurium
Species Profile : Velox
Veloxi
  • Phenotype: Insectoid
  • Approx. Fleet Size: 300 ships
  • Political Info: Stable Monarchy
  • Disposition: Gregarious

Spacefaring Velox are exlusively male servants of a queen. The veloxi fleet patrols the are around their home world of Votiputox and four Veloxi Hive Worlds, demanding Endurium tributes from ships passing through it. Veloxi colonies are orbited by Drone security satellites. Six is a holy number to the Velox.

[Ship]
Scout
  • Shields: 600
  • Armor: 100
  • Lasers: —
  • Missiles: 2
  • Components:
    • Cobalt (7)
    • Molybdenum (2)
    • Endurium (3)
[Ship]
Warship
  • Shields: 800
  • Armor: 500
  • Lasers: 3
  • Missiles: 4
  • Components:
    • Cobalt (10)
    • Molybdenum (2)
    • Endurium (8)
[Ship]
Transport
  • Shields: 400
  • Armor: 200
  • Lasers: 1
  • Missiles: —
  • Components:
    • Cobalt (12)
    • Molybdenum (4)
    • Endurium (4)
[Ship]
Drone
  • Shields: 1000
  • Armor: 1000
  • Lasers: 3
  • Missiles: 3
  • Components:
    • Cobalt (3)
    • Molybdenum (1)
    • Endurium (10)
Species Profile : Elowan
Elowan
  • Phenotype: Plant
  • Approx. Fleet Size: 50 ships
  • Political Info: War with Thrynn
  • Disposition: Friendly

Elowans have been extremely receptive to human presense in their territory, having known our kind since the days of the Old Empire. They harbor deep distrust for the Thrynn of Thoss, who polluted their homeworld of Eleran, making it impossible for Elowan to reproduce. They have recently settled a colony world on Elan.

[Ship]
Scout
  • Shields: 800
  • Armor: 50
  • Lasers: —
  • Missiles: 2
  • Components:
    • Nickel (2)
    • Molybdenum (1)
    • Plutonium (1)
    • Endurium (1)
[Ship]
Warship
  • Shields: 1000
  • Armor: 50
  • Lasers: —
  • Missiles: 3
  • Components:
    • Nickel (4)
    • Molybdenum (4)
    • Plutonium (2)
    • Endurium (6)
[Ship]
Transport
  • Shields: 600
  • Armor: 50
  • Lasers: —
  • Missiles: —
  • Components:
    • Nickel (5)
    • Molybdenum (3)
    • Plutonium (2)
    • Endurium (3)
Species Profile : Gazurtoid
Gazurtoid
  • Phenotype: Mollusk
  • Approx. Fleet Size: 250 ships
  • Political Info: Religious Oligarchy
  • Disposition: Hostile
  •  

Gazurtoid are squid-like aliens from the planet Nirvana with a penchant for guns and religion. Conversation usually ends with laser fire blasting from the many cannons atop their giant cathedral-like colony ships. Special shielding renders their fleet impervious to Interstel missiles.

[Ship]
Scout
  • Shields: 200
  • Armor: 500
  • Lasers: 4
  • Missiles: —
  • Tech: Missile Immunity
  • Components:
    • Molybdenum (12)
    • Tin (5)
    • Magnesium (2)
    • Endurium (10)
[Ship]
Warship
  • Shields: 800
  • Armor: 200
  • Lasers: 5
  • Missiles: —
  • Tech: Missile Immunity
  • Components:
    • Molybdenum (13)
    • Tin (7)
    • Magnesium (4)
    • Endurium (15)
Species Profile : Mechan 9
Mechan 9
  • Phenotype: Android
  • Approx. Fleet Size: 75 ships
  • Origin: Old Empire
  • Disposition: Erratic
  •  

While the design of their ships suggests Old Empire origin, all else about these androids is shrouded in mystery. They appear to be waiting for something or someone, with a base of operations in orbit around the planet Heaven, coreward of Arth with caution. The androids have destroyed several Interstel ships.

[Ship]
Scout
  • Shields: 400
  • Armor: 100
  • Lasers: —
  • Missiles: 2
  • Components:
    • Iron (10)
    • Magnesium (4)
    • Endurium (3)
[Ship]
Noah 9
  • Shields: 0
  • Armor: 100
  • Lasers: —
  • Missiles: —
Species Profile : Spemin
Spemin
  • Phenotype: Invertebrate
  • Approx. Fleet Size: 225 ships
  • Political Info: Unknown
  • Disposition: Treacherous
  •  

Spemin ships are thoroughly unimpressive by sector standards, but their homeworld of Spewia has survived on the borders Uhlek and Gazurtoid space for centuries. Spemin lack a spine in more ways that one: avoid them unless you have the upper hand, then give them a good thrashing to get them talking.

[Ship]
Scout
  • Shields: 0
  • Armor: 500
  • Lasers: 2
  • Missiles: —
  • Components:
    • Lead (6)
    • Iron (4)
    • Endurium (1)
[Ship]
Warship
  • Shields: 0
  • Armor: 1000
  • Lasers: 2
  • Missiles: 1
  • Components:
    • Lead (10)
    • Iron (7)
    • Cobalt (4)
    • Endurium (5)
[Ship]
Transport
  • Shields: 0
  • Armor: 200
  • Lasers: —
  • Missiles: —
  • Components:
    • Lead (11)
    • Iron (7)
    • Cobalt (2)
    • Endurium (3)
Species Profile : Thrynn
Thrynn
  • Phenotype: Reptilian
  • Approx. Fleet Size: 100 ships
  • Political Info: War with Elowan
  • Disposition: Mercantile

Fiercely competetive traders and information brokers, the Thrynn believe themselves the apex of natural selection. Their homeworld of Thoss is in the same system as the Elowan homeworld of Eleran. They are knowledgeable about artifact locations in the sector, and will pay in Endurium for artifacts or plutonium.

[Ship]
Scout
  • Shields: 400
  • Armor: 400
  • Lasers: 5
  • Missiles: —
  • Components:
    • Copper (4)
    • Zinc (2)
    • Magnesium (1)
    • Endurium (2)
[Ship]
Warship
  • Shields: 600
  • Armor: 500
  • Lasers: 5
  • Missiles: 3
  • Components:
    • Copper (6)
    • Zinc (3)
    • Magnesium (2)
    • Endurium (7)
[Ship]
Transport
  • Shields: 200
  • Armor: 300
  • Lasers:20
  • Missiles: —
  • Components:
    • Copper (8)
    • Zinc (4)
    • Magnesium (2)
    • Endurium (4)
Species Profile : Uhlek
Uhlek
  • Phenotype: ???
  • Approx. Fleet Size: 300 ships
  • Political Info: ???
  • Disposition: Hostile

Huge Uhlek fleets dominate the outward and upspin areas of our sector and have not communicated with others in centuries. Their warships are armed with deadly plasma bolts, which have double the destructive capacity of Interstel's Class 5 missiles, and home in on interstel ships. Venture into Uhlek space at your own risk.

[Ship]
Scout
  • Shields: 1000
  • Armor: 1000
  • Lasers: —
  • Missiles: 5
  • Components:
    • Aluminum (14)
    • Titanium (11)
    • Endurium (20)
[Ship]
Warship
  • Shields: 1400
  • Armor: 1000
  • Lasers: —
  • Missiles: 5
  • Tech: Plasma Bolt
  • Components:
    • Aluminum (19)
    • Titanium (14)
    • Endurium (25)
Species Profile : Other Alien Life
Minstrel

Interstel has recieved scattered reports of a few other alien ships exploring hyperspace.

The Elowan tales of Delasa'Alia (wandering minstrels) appear to be true. There are many undiscovered lifeforms on planet surfaces.

[Ship]
Minstrel
  • Shields: 0
  • Armor: 5
  • Lasers: —
  • Missiles: —
[Ship]
Mysterion
  • Shields: 15000
  • Armor: 15000
  • Lasers: —
  • Missiles: —
  • Components:
    • Rodnium (75)
[Ship]
Enterprise
  • Shields: 1000
  • Armor: 1000
  • Lasers: 5
  • Missiles: 5
  • Components:
    • Promethium (4)
    • Tungsten (4)
    • Titanium (3)

Coreward

Outward

Upspin

Downspin

 
  • 0
  • 10
  • 20
  • 30
  • 40
  • 50
  • 60
  • 70
  • 80
  • 90
  • 100
  • 110
  • 120
  • 130
  • 140
  • 150
  • 160
  • 170
  • 180
  • 190
  • 200
  • 210
  • 220
  • 230
  • 240
  • 250
  • 220
  • 210
  • 200
  • 190
  • 180
  • 170
  • 160
  • 150
  • 140
  • 130
  • 120
  • 110
  • 100
  • 90
  • 80
  • 70
  • 60
  • 50
  • 40
  • 30
  • 20
  • 10
  • 0
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
nebulae
Alien Script: Velox
Alien Script: Mechans
Alien Script: Elowan
Alien Script: Thrynn
Alien Script: Gazurtoid
Alien Script: Spemin
Alien Script: Uhlek
Alien Script: Uhlek
Alien Script: Uhlek
Alien Script: Uhlek
Velox
Mechans
Elowan
Thrynn
Gazurtoid
Spemin
Uhlek
The Staff
Pythagorus
The Axe
The Four Seedlings
The Cross
 
Starport: 125, 100
  • 2
    • Arth
    • Whining Orb
    • Flat Device
  • 3
    • Mining
 
14, 5
  • Guarded
  • 1
    • 35000
 
12, 112
  • 2
    • 35000
 
16, 163
  • 3
    • 35000
 
17, 108
  • 1
    • 35000
 
17, 213
  • Guarded
  • 1
    • 35000
 
33, 6
  • 1
    • 30000
 
65, 99
  • 2
    • 30000
 
78, 123
  • 1
    • 40000
 
86, 80
  • 1
    • 35000
 
87, 40
  • 2
    • 35000
 
88, 78
  • Guarded
  • 1
    • 35000
 
90, 8
  • 2
    • 35000
 
91, 86
  • 4
    • 35000
 
94, 118
  • Guarded
  • 3
    • 30000
 
98, 82
  • Guarded
  • 1
    • 35000
 
103, 185
  • 3
    • 35000
 
104, 71
  • Guarded
  • 1
    • 35000
 
105, 165
  • Guarded
  • 3
    • 35000
 
114, 138
  • Guarded
  • 2
    • 30000
 
121, 159
  • 2
    • 30000
 
123, 101
  • 1
    • 35000
 
103, 185
  • 3
    • 35000
 
128, 124
  • Guarded
  • 1
    • Guarded
    • 35000
 
128, 187
  • 1
    • 40000
 
137, 153
  • 1
    • 30000
 
145, 168
  • 1
    • 35000
 
149, 133
  • 4
    • 40000
  • 5
    • 40000
 
149, 173
  • 2
    • 40000
 
160, 48
  • Guarded
  • 3
    • 35000
 
163, 46
  • 3
    • 35000
  • 4
    • 35000
 
169, 2
  • 1
    • 35000
 
188, 74
  • 2
    • 35000
 
199, 181
  • 2
    • 35000
 
209, 80
  • 4
    • 35000
 
211, 93
  • 2
    • 35000
 
221, 109
  • 2
    • 35000
 
226, 167
  • 2
    • 40000
 
247, 81
  • 1
    • 40000
 
143, 115
  • 4
    • Veloxi Hive World
    • Guarded
    • 35000
    • Black Egg
    • 28 N × 4 E
 
238, 189
  • 3
    • Phlegmak Base
    • Black Egg
    • 52 N × 16 E
 
234, 20
  • 2
    • Phlegmak Base
    • 35000
    • Black Egg
    • 35 S × 99 E
 
20, 198
  • 1
    • Crystal Cone
    • 29 S × 55 W
 
132, 165
  • Guarded
  • 1
    • Sphexi
    • Guarded
    • Crystal Orb
    • 46 N × 14 E
 
56, 144
  • 1
    • City of the Ancients
    • Crystal Pearl
    • 29 N × 13 W
 
118, 146
  • Guarded
  • 4
    • Veloxi Hive World
    • 40000
    • Dodecahedron
    • 16 S × 20 W
 
81, 98
  • 1
    • Harrison's Base
    • 50000
    • Ellipsoid
    • 44 S × 137 W
 
112, 200
  • Guarded
  • 3
    • Kloann 3
    • 40000
    • Red Cylinder
    • 59 N × 64 W
 
180, 124
  • 2
    • New Scotland
    • Rod Device
    • 59 N × 23 E
 
215, 86
  • 2
    • Venus
    • 35000
  • 3
    • Earth
    • 35000
    • Hypercube
    • 11 N × 104 W
  • 4
    • Mars
    • Ring Device
    • 90 N × 0 W
 
68, 66
  • Guarded
  • 1
    • Guarded
    • 55000
    • Shimmering Ball
    • 12 N × 35 E
 
18, 50
  • Guarded
  • 4
    • 30000
  • 5
    • Tesseract
    • 15 N × 44 W
 
7, 118
  • Guarded
  • 7
    • Uhlek Homeworld
    • Mining
 
137, 156
  • 1
    • mining
 
55, 32
  • 1
    • Uhlek Brain World
 
82, 148
  • 1
    • Spewia
    • Guarded
 
86, 55
  • Guarded
  • 4
    • Nirvana
    • Guarded
 
129, 33
  • Guarded
  • 2
    • Eleran
    • 35000
    • 60 S × 45 E
  • 4
    • Thoss
    • Guarded
 
145, 107
  • Guarded
  • 4
    • Heaven
    • Guarded
    • 50000
    • Mining
 
148, 63
  • Guarded
  • 2
    • Elan
 
150, 148
  • 2
    • Votiputox
    • Guarded
 
151, 173
  • Guarded
  • 4
    • Veloxi Hive World
    • Guarded
 
163, 119
  • Guarded
  • 3
    • Veloxi Hive World
    • Guarded
 
164, 85
  • 8
    • Gaal
    • 50000
    • 79 S × 68 E
 
165, 84
  • 6
    • Akteron 6: The Institute
    • 75 S × 68 E
 
175, 94
  • 1
    • Derelict Noah 9 Ship
    • 35000
    • 22 N × 97 W
 
180, 120
  • 1
    • Old Empire Ruins
    • 24 N × 28 E
 
192, 152
  • 1
    • Crystal Planet
    • 47 N × 45 E
 
217, 88
  • 2
    • Mardan 2
    • 56 N × 16 W
  • 4
    • Mardan 4
    • 50000
    • Mining
    • 0 N × 0 W