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Columbus

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Structure   (13.12.4)   Playing the Game  >  Ships  >  Types and Uses  >  Columbus


Hull: 100 - 250
Engines: 100 - 200
Power: 100 - 250
Fighter bay: 100 - 150
Sensors: 100 - 150
Armor: 100 - 150
Shields: 100 - 150
Beam Weapons: 50 - 150
Torpedoes: 50 - 100
Cloak: 100 - 150
ECM: 100 - 150

Average Tech: 90.91 - 168.18
Cost: 107,324,014


This ship has very limited techs, but in the beginning, you'll only really be worried about hull and engines. Hulls go to 250, which will definitely last you till you're into an Endeavour, and the engines go to 200, which isn't so great, but is good enough for simply moving around, though you won't have as much freedom with RS trade routes as you may like.

Essentially this is your early game RS trading vessel, as opposed to the Super Cargo, which is a warp trader. It can't be upgraded to the hilt without breaking fed space average tech, but you needn't bother upgrading its attack/defense capabilities, which are actually worse than a pioneer's.


Created by: system. Last Modification: Monday 07 of July, 2008 01:30:05 CDT by InstinctSage.