Notes on training
During long flights the human body enters suspended animation, which leaves a mark on memory. After revival a person knows everything they were taught but, due to weakened synaptic connections, cannot recall it. Training essentially restores connections in the brain's neural network and therefore cannot be interrupted. Each subsequent training level affects increasingly weakened neurons; to avoid unpleasant effects this is done more gently and requires more recovery time. The full recovery course is divided into 10 stages, making it easy to calculate the time needed for recovery.
Training in some sciences is impossible without restoring related knowledge. Some knowledge was never taught and therefore takes even longer to study.
Training tree
The number is the required level of the previous skill.
- Geologist
- 3 Miner
- 3 Metallurgist
- 3 Manufacturer
- 3 Engineer
- 5 Navigator
- 3 Hypernavigator
- 5 Bombardier
- 3 Scavenger
- 5 Helmsman
- 8 Tactician
- 8 Strategist
- 5 Sniper
- 10 Astroengineer
- 8 Commander-in-Chief
- 10 Fleet Admiral
- 5 Roboticist
- 10 Nuclear Physicist
- Speed Reading
- 10 Planetary Defense
- 5 Plasma Defense
- 5 Laser Defense
- 7 Maser Defense
- 7 Quantum Defense
- 5 Orbital Coordination
- 10 Analyst
- 5 Accountant
- Builder
- 3 Technologist
- 10 Quarry Technologist
- 10 Mine Technologist
- 10 Drilling Technologist
- 10 Orbital Plant Technologist
Skill effects
Geologist — Allows manufacturing geological instruments.
Miner — Reduces resource mining time by 5% per level.
Metallurgist — Reduces smelting time for minerals and various objects by 5% per level.
Manufacturer — Reduces production time of various parts by 5% per level.
Engineer — Increases the chance of creating a blueprint from a sample by 8% per level.
Navigator — Reduces flight time between two points in space by 2.5% per level.
Hypernavigator — Reduces hyperspace flight time by 2.5% per level.
Pathfinder — Increases the number of visible hot hyperspace jump trails. Base is 1 trail per 3 hours; each level adds 1 trail and +3 hours of trail age.
Bombardier — Increases accuracy when attacking a planet. The higher the level, the greater the chance that only military buildings are hit. At level 0, carpet bombing continues until all military structures are destroyed. At level 10, only military structures are destroyed by precision bombing.
Boarding — Increases boarding probability. Initial ship capture chance in battle is 0%; each new level adds 2%, up to a maximum of 20%. A captured ship leaves the battlefield and passes to the enemy with all contents. If your status is below 0 (space pirate), boarding probability increases with status: (0 to -10) 5%, (-10 to -100) 15%, (-100 to -1000) 30%, (-1000 to -10000) 40%, (below -10000) 50%.
Valor — Hardens the crew: better death than capture. Reduces the chance of a successful boarding against you. Each level reduces the attacker's boarding power by 4%.
Scavenger — Reduces wreck collection time by 8% per level (base 600 seconds).
Helmsman — Automatically splits a long hyperspace route into short segments and saves fuel.
Tactician — Determines the order of ships that fire salvos. The higher the level, the more optimal the firing sequence chosen during an attack.
Drone Operator — Increases the number of combat drones deployed from a ship. Base 2 drones; each level adds 2 more.
Strategist — Determines the order of ships and buildings targeted by fire. The higher the level, the more optimal the targets chosen for attack.
Sniper — Reduces misses in space combat. Initially 60% of shots hit; each level increases this by 2%. Maximum accuracy is 80%. A miss deals no damage.
Astroengineer — Reduces planet movement time by 5% per level when using the Hyper Gate ship.
Gate Master — Additionally reduces Hyper Gate operating time by 1% per level (stacked with the Astroengineer bonus).
Commander-in-Chief — Unlocks the Commander-in-Chief order: assign each fleet ship a battle wave number. Ships with lower numbers enter battle earlier. Each level increases the maximum wave number by 100.
Fleet Admiral — Increases the ship limit. Each level adds 100 ships per controlled planet (including the homeworld).
Roboticist — Increases autonomous robot operating time by 5% per level.
Nuclear Physicist — Speeds up material processing at the thermonuclear converter; each level gives 4% acceleration.
Synthesis Master — Increases thermonuclear converter output by 4% per level.
Thermochemist — Additionally increases thermonuclear converter output by 2% per level.
Speed Reading — Reduces study time of other sciences by 5% per level.
Planetary Defense — Increases planetary shield durability by 25% per level.
Plasma Defense — Increases power of defensive plasma installations by 100% per level.
Laser Defense — Increases power of defensive laser installations by 100% per level.
Maser Defense — Increases power of planetary defensive masers by 25% per level.
Quantum Defense — Increases power of orbital quantum installations by 25% per level.
Orbital Coordination — Gives a chance that an attacked ship will be protected by orbital defense. Each level increases the probability by 5%.
Analyst — Increases the completeness of ministry reports for the time you were away. Base chance of a message appearing in the report is 10%; each level adds 10%.
Accountant — Returns part of the funds from purchases on the homeworld station exchange. Each level returns 0.5% of the deal amount after 12 days.
Builder — Reduces object construction time by 5% per level.
Technologist — Increases mining time and quantity of any mineral by 10% per level.
Quarry Technologist — Increases mining time and quantity of minerals from the surface layer by 10% per level.
Mine Technologist — Increases mining time and quantity of minerals from the middle layer by 10% per level.
Drilling Technologist — Increases mining time and quantity of minerals from the deep layer by 10% per level.
Orbital Plant Technologist — Increases mining time and quantity of gas at orbital gas extraction plants by 10% per level.