Operations resources and units
Section titled “Operations resources and units”This page follows wreck recovery, intact-ship dismantling and surface archaeology from their targets to their rewards and saved state. It covers player operations and the special-race rules needed to read them. Star system generation, combat destruction in space combat resolution and the wider research and treasury systems have their own pages. This page treats the move action rows in the game database as shipped separately from the rules that carry the orders out.
Physical salvage, recovered technical data, an identified ruin civilisation are separate results. A completed salvage order can delete the target although it recovers no cargo. A successful archaeological recovery consumes one abandoned installation but can award resources, artefacts, components or technology instead of one restored factory.
| Operation | Target and capability | Main result |
|---|---|---|
| Salvage, move action 107 | A wreck. Needs fleet salvage capacity. | Technical data, then the recoverable components and minerals that the cargo rules allow. The wreck is removed. |
| Salvage Intact Ship, move action 108 | A ship chosen inside a fleet destination. Timed salvage. | Component disassembly research. The target and every ship it carries are deleted. A player race gets no physical class minerals or component cargo from it. |
| Shipyard scrapping | A shipyard task. | A separate recovery route for components, ordnance, fuel and MSP. |
| Ground xenoarchaeology survey | Stationed formations with xenoarchaeology capability. | Race-wide identification of a ruin civilisation, or global activation of a construct. |
| Ruin installation recovery | Construction elements at a population on an identified site. | One abandoned installation consumed per successful element roll. Weighted loot credited to the population or to the treasury. |
| Salvage Installations, move action 219 | Population assets. Needs fleet salvage capability. | A BioEnergy dismantling route, separate from the restoration of ruins. |
Each operation is a separate order or process with its own result. Shipyard scrap and the later cash scrapping are described in wealth recovery.
Hull and component size use hull spaces (HS), with 50 tons per HS. Salvage timing converts tons divided by the salvage rate into days, then into seconds at 86,400 seconds per day. A mineral unit occupies 2 cargo tons. This cargo conversion still applies where an event describes mineral quantities as tons. A year is 31,536,000 seconds. Research points (RP), colony mineral stock, ship cargo, BioEnergy and wealth are separate stores.
Wreck origins contents and visibility
Section titled “Wreck origins contents and visibility”A new wreck gets its own WreckID and keeps the original ShipID, the race, the system, the class, the class size and the fleet coordinates. Its minerals come from the class construction minerals, with a separate d5 roll divided by 10 for every mineral. The wreck receives 10%, 20%, 30%, 40% or 50% of that class quantity. Carried mineral cargo, fuel, MSP, missiles and other cargo do not pass into the wreck. A ship removed as destroyed or abandoned normally leaves a wreck, . A ship removed as deleted leaves none. Other game events can also create wreck records. See survivors, wrecks and lost cargo for the removal itself.
For each class component whose design has FCT_ShipDesignComponents.NoScrap false:
remaining = whole class component count minus damaged count
wreck component count = the smaller of remaining and 5, when positive
The cap of 5 applies to each component design. No further roll decides whether a component survives when the wreck is created. Technical records (FCT_WreckTech) are generated separately when the wreck is created. Their generation is described in intelligence salvage.
The first body in the same system within one coordinate unit of the wreck becomes its orbit body (OrbitBodyID). An orbiting wreck then follows that body as it moves. A free wreck keeps its coordinates. A New Wreck Detected event goes to every other race with a ship or population anywhere in the system. It does not require a current contact with the wreck.
The wreck’s display name uses the owner’s class name, the name the viewing race already uses for that alien class, or Unknown. It can include the WreckID and the size x 50 tons. With the Wrecks box ticked, the destination list on the Movement Orders tab of the Naval Organization window shows every wreck in the system where the fleet will be after its queued orders. The Known Wrecks list on the Artifacts tab of the tactical map shows the wrecks in every system for which the viewing race has a system survey record (FCT_RaceSysSurvey). Neither list checks whether the race has detected the individual wreck, so an Unknown class label is possible.
Orders capability and primary ship selection
Section titled “Orders capability and primary ship selection”A Salvage order targets a wreck destination and queues a move order to it. A Salvage Intact Ship order targets a fleet destination and names the selected ship as the destination item (FCT_MoveOrders.DestinationItemID). The item list shows the ships in that destination fleet. The order stores the chosen ship’s ShipID, and both the timer and the final salvage work on that ship. Salvage execution does not itself require a captured, hostile or disabled target. It also does not repeat a distance check when wreck salvage or intact salvage completes. Travel and destination selection belong to movement and logistics.
What the order list offers differs from what the order can do. In the game database as shipped, DIM_MoveAction gives actions 107 and 108 MoveRequirementID 18, the requirement that the fleet has a salvager. Action 107 has Wreck 1. Action 108 has Fleet 1 and DestinationItemType 10 (a ship). The intact-ship and installation-salvage actions also have DesignModeOnly 1. The list of available actions on the Movement Orders tab removes every action with DesignModeOnly set, without exception. The salvage rules below therefore do not mean that a normal player can pick Salvage Intact Ship or Salvage Installations from that list. A game database with different rows can behave differently. See move action availability.
The order list counts the salvager requirement as met when a ship’s class has a positive FCT_ShipClass.SalvageRate. Actual work uses live ship capacity, which can differ after damage or crew changes:
ship salvage capacity = sum of (undamaged salvage module count x module ComponentValue)
x ship commander's Production bonus
x CurrentCrew / class Crew, when CurrentCrew is below the class crew
ordinary fleet rate = sum of the live salvage capacities of the fleet's ships
No administrative production multiplier enters this capacity. The commander factor is left out when the ship has no commander. The Production bonus is DIM_CommanderBonusType ID 5.
The primary salvage ship is any ship of the fleet with positive live salvage capacity, not necessarily the strongest salvager. The primary ship receives a player race’s technical data and the relevant special-race rewards. Physical cargo can go to other ships of the fleet.
Arrival work timers and cancellation
Section titled “Arrival work timers and cancellation”On arrival the game calculates and stores the work time (FCT_MoveOrders.TimeRequired) and sets Arrived. For a wreck it also gives the fleet the wreck’s orbit body. With a positive rate R:
wreck seconds = ceiling(wreck size in HS x 50 / R x 86400)
intact seconds = truncate(target class size in HS x 50 / R x 86400)
commercial target class: truncate(the seconds above / 10)
A commercial target is one whose class has FCT_ShipClass.Commercial set. A wreck of size 0 is set to 1 HS before the calculation. Intact timing uses only the selected target’s class size, although completion also processes every ship it carries. A missing target or a zero rate gives 0. Arrival treats 0 as a completed order and logs an Orders Completed event saying that no ships within the fleet have salvage capability. That message can therefore also mean a missing target, or a very short duration that rounded down to zero. The rest of that subpulse is used up.
A rate change after arrival does not recalculate the stored timer. Wreck work checks for an exactly zero live rate each time. When it finds one, it logs a failure, marks the order complete and uses up the rest of the subpulse. Intact work has no such rate check. Its completion still requires a primary salvage ship and can end without deleting the target.
Each work step subtracts the elapsed seconds from the stored time and passes on any unused remainder. Salvage completes only when that remainder is positive. When the elapsed time exactly equals the remaining time, the stored time becomes 0 but completion waits for the next work step that has a positive remainder. No minerals or components transfer during the countdown.
Clearing a fleet’s orders, or removing its last order, leaves the wreck unchanged. A new order recalculates the full duration, because the target holds no salvage progress. When the wreck disappears before completion, the salvage ends without effect and the order is still marked complete. When the intact target no longer exists, the order also completes without effect.
Wreck completion cargo and overflow
Section titled “Wreck completion cargo and overflow”Successful completion finds the wreck and the primary salvage ship, handles knowledge and technical data, works through the components, then the minerals, records the completion and removes the wreck. Knowledge comes before physical loading. When the salvaging race already has an alien class record for the wreck’s class, that record gets the true size (FCT_AlienClass.TCS) and the component observations, even when none of the components fit aboard. Salvage does not create an alien class record.
Cargo allocation
Section titled “Cargo allocation”The cargo list holds the fleet’s ships with positive undamaged cargo hold capacity, ordered by total capacity, largest first, not by free space. Each wreck component entry, in list order, tries every cargo ship in that order:
whole items loaded = the smaller of remaining items and truncate(free cargo tons / (component size in HS x 50))
Loaded items join existing cargo of the same component design and reduce the wreck quantity. A component too large for any free hold can stay behind while smaller later components still fit.
Minerals load after all components. Each cargo ship takes the minerals in the standard mineral order, from Duranium to Gallicite. It loads min(remaining mineral quantity, free tons / 2), and subtracts that quantity from the wreck. Fractions are allowed.
Direct colony fallback
Section titled “Direct colony fallback”Direct delivery to the surface requires all of these:
- A population of the same race in the same system, at exactly the same coordinates as the fleet.
- A cargo shuttle capacity of at least 1 at that population, or a ship in the fleet with a live cargo shuttle bay capacity of at least 1.
- No cargo hold ships in the fleet’s cargo list.
When all three hold, components and minerals go straight to the population. Even a completely full ship with positive cargo capacity blocks this route. Being in orbit is not enough.
After normal completion the wreck is removed whatever cargo remains. No wreck stays behind with the overflow, and there is no second attempt at surface delivery. Components and minerals that did not fit are lost. Direct colony delivery does not reduce the wreck stock or list the components as recovered. The Wreck Salvaged event can therefore omit components and report zero recovered minerals although the colony received them, because the mineral report is the original wreck quantity minus what is left in the wreck.
Other race paths
Section titled “Other race paths”Non-player races (NPRs) skip ordinary cargo. Other NPRs gain disassembly research at their capital and send the minerals to the capital. For those NPRs a wreck component stack of N items repeats the per-item disassembly award once for every item, so it can produce up to N x N disassembly research awards.
Technical data and intact ship salvage
Section titled “Technical data and intact ship salvage”For a player race, wreck data becomes technical data held aboard the primary salvage ship (FCT_ShipTechData.TechPoints). It is not immediate colony research and not a cargo component. Each eligible record awards truncate(selected technology DevelopCost x the wreck record's Percentage / 100). Technologies flagged NoTechScan are skipped. A Command and Control technology is selected itself, and only when the race does not know it yet. Every other record selects the cheapest unknown technology of the same type that is neither automatic research (AutomaticResearch) nor ruin-only (RuinOnly), up to the cost of the wreck record’s technology. How the data accumulates, how it is unloaded and applied, and the disassembly choices are described in intelligence salvage. A Standard NPR instead adds the points to its research total (FCT_Race.CurrentResearchTotal) when it has a capital.
Physical components recovered into stock can later be disassembled for research. A disassembly looks at each technology of the component and skips any flagged NoTechScan. For each remaining one it picks the cheapest technology of the same type that the race does not know, that is neither automatic research (AutomaticResearch) nor ruin-only (RuinOnly), and whose development cost is at or below that technology’s cost. The race gains research points toward it equal to truncate(its DevelopCost / 100 x d5). A Command and Control component awards the same amount to its own technology when the race does not know it. That action and the wreck’s own percentage records are separate opportunities.
Intact salvage first processes the ships whose mothership is the target, each through the same steps, then requires a primary salvage ship. A race gains disassembly research at its capital once for each whole class component, ignoring the target’s damage and NoScrap exclusions. A capital is therefore needed . Without one, the salvage of that ship can stop with the error message Function #829. That ship’s salvage ends there, before the ship is removed and before its Intact Ship Salvaged event.
A player race’s intact salvage awards neither class minerals nor intact component cargo. Only NPRs receive the class minerals at their capital, . The target is removed as deleted, which creates no wreck. Carried ships are processed separately through the same steps. An Intact Ship Salvaged event reports the completion. Shipyard scrapping is a different recovery, described in wealth recovery.
Population asset dismantling
Section titled “Population asset dismantling”The Salvage Installations work turns a population’s assets into BioEnergy. It recovers no installation cargo and awards no wealth. It takes the shipyard with the lowest capacity first. Its capacity reduction per slipway is floor(rate x integer(remaining seconds / 86400) / slipways). BioEnergy is truncate(reduction / 10), worked out before the reduction is multiplied by ten for a commercial or repair yard. Less than a whole day therefore gives zero reduction but still uses up the pulse. A yard left below 1,000 capacity, or below 10,000 for a commercial or repair yard, is removed and grants 200 more BioEnergy.
Without shipyards, installation types are taken in ascending order of Cost. Each installation takes Cost x 10 / rate x 86400 seconds. A stock entry that the remaining time fully covers is consumed whole. Otherwise the game takes the whole installations the time allows, plus one more when a d1000 roll is below leftover fraction x 1000. BioEnergy equals Cost for each consumed installation. An Installations Salvaged event reports each consumed batch. This process is unrelated to the ground construction recovery below.
Surface discovery and civilisation identification
Section titled “Surface discovery and civilisation identification”When a ship’s geological survey of a body completes, a Ruins Located event reports the ruin description (DIM_Ruin.Description, such as Ruined Outpost) when the body’s RuinID and abandoned count are positive. The survey does not identify the civilisation, report the number of abandoned installations or activate the construct. See geological discoveries. The body (FCT_SystemBody) holds the ruin type (RuinID), the ruin civilisation (RuinRaceID) and the abandoned installations (AbandonedFactories). The civilisation record (FCT_RuinRace) supplies its name and technology Level. Each race keeps a list of known civilisation IDs (FCT_KnownRuinRace), shared across all of that civilisation’s sites. Ruins and ruin civilisations covers how sites and civilisations are generated.
The ground xenoarchaeology survey selects bodies with positive AbandonedFactories, and formations stationed at a population there with a positive xenoarchaeology rating whose race does not yet know the site’s civilisation. The capability comes from ground unit components, not from a separate team:
formation rating = sum over elements of (element units x sum of the class components' Xenoarchaeology)
x the commander's ground-command Xenoarchaeology bonus, when the formation has a commander
body and race threshold T = sum of eligible formation ratings x elapsed years x 100
success when d10000 < T
The component values are DIM_GroundComponentType.Xenoarchaeology. The commander’s ground-command bonus is scaled down when the formation exceeds its headquarters capacity and is multiplied by the bonuses passed down from parent formation commanders, as described in own and parent bonus propagation. Morale does not enter the survey rating. Ratings add up across all eligible formations of the same race on the body, even when they are stationed at different populations. There is one roll per body and race in each cycle, with no stored percentage progress and no build-up of failed work. A success adds the civilisation ID to the race-wide known list and logs a Ruins Exploited event that reports the translated records and the site’s abandoned count. The Do Not Recover setting does not prevent identification.
For both this survey and construction recovery, the exact chance of success is the count of integers 1 to 10,000 strictly below T, divided by 10,000. For a whole-number T this is (T - 1) / 10000, clamped to 0 to 1. A fractional T must use the strict comparison, not T rounded to a whole number first. T at 1 or below never succeeds. T above 10,000 always succeeds, whereas T of exactly 10,000 still fails on a roll of 10,000.
Construction recovery and DoNotRecover
Section titled “Construction recovery and DoNotRecover”Installation recovery visits every population on a site with positive abandoned installations whose race knows the civilisation. It selects formations stationed at that exact population with DoNotRecover 0, then their elements with a positive effective construction rating:
C = element units x class ConstructionRating x formation commander's Production bonus (1 without a commander)
X = formation commander's Xenoarchaeology bonus, or 1 without a commander
T = element Morale x X x 500 x elapsed years x C
success when d10000 < T
The rating comes from the element’s current units, its class and its commander each cycle. The survey uses the commander’s adjusted ground-command bonus, while recovery uses the formation commander’s own bonus values directly. No race construction production multiplier, mineral payment, fuel cost or wealth charge enters this recovery. ConstructionRating is a column of FCT_GroundUnitClass and Morale a column of FCT_GroundUnitFormationElement. The Xenoarchaeology bonus is DIM_CommanderBonusType ID 16.
Each eligible element gets one roll per cycle and can consume at most one abandoned installation. Failed progress does not carry over, and a very high rating does not turn into several recoveries in one cycle. A success reduces AbandonedFactories by one before the loot is resolved. Separately, a d10 roll of 1 raises that element’s morale by one. When the formation has a commander, another d10 roll of 1 raises the commander’s Xenoarchaeology bonus by .01 and records one Recover Installation measurement. That measurement is recorded only together with the bonus increase. See salvage, stabilisation and recovery conditions for the medals that count it.
When the site reaches zero, the game clears the abandoned count, the RuinID and the RuinRaceID of the body, logs a Ruins Exploited event saying the ruins have been fully exploited, and stops processing elements for that population. The known civilisation IDs stay on the race.
The Do Not Recover button on the Order of Battle tab of the Ground Forces window switches the selected formation’s DoNotRecover between 0 and 1 and refreshes its label in the tree. It stops this formation’s construction recovery. It does not change the site’s stock or the civilisation knowledge, and it does not block construct activation. In the construction cycle, xenoarchaeology surveys come before population production, while ruin recovery comes after it. A civilisation identified in a cycle can therefore allow recovery in the same cycle, and recovered installations arrive after that cycle’s ordinary production.
Loot selection quantities and technology
Section titled “Loot selection quantities and technology”Top-level weights
Section titled “Top-level weights”The game defines the following loot weights when a game is loaded. They total 324. After a construction success, the game rolls d324 and takes the first entry whose running total of weights reaches the roll. The table describes which loot follows a success, not annual chances. Technology types are DIM_TechType rows.
| Result | Weight | Quantity, then the optional technical information chance |
|---|---|---|
| Minerals | 20 | One mineral chosen by d11. 5d10 x 200 units, doubled for Duranium (a d11 roll of 1). |
| Fuel | 20 | 5d10 x 200,000 litres. |
| Maintenance supplies | 20 | 5d10 x 200 MSP. |
| Wealth | 10 | 5d10 x 200 wealth, credited as Recovered from Ruins (DIM_WealthUse ID 51). |
| Alien artefacts | 40 | |
| Mass Driver | 2 | 1. |
| Maintenance facility | 6 | d5. |
| Construction factory | 20 | 1. 1/300 Improved Construction Rate (type 25). |
| Ordnance factory | 10 | 1. 1/300 Improved Ordnance Production (type 27). |
| Fighter factory | 5 | 1. 1/300 Improved Fighter Production (type 31). |
| Financial centre | 10 | 1. 1/300 Racial Wealth Creation (type 103). |
| Fuel refinery | 10 | 1. 1/300 Improved Fuel Production (type 32). |
| Spaceport | 1 | 1. |
| Cargo shuttle station | 2 | 1. |
| Refuelling station | 2 | 1. |
| Ordnance transfer station | 2 | 1. |
| Naval headquarters | 1 | 1. |
| Sector command | 1 | 1. Registers a sector command if the population has none. |
| Infrastructure | 20 | d20 x 20. |
| Deep Space Tracking Station, thermal | 3 | 1. 1/300 Thermal Sensor Sensitivity (type 19). |
| Deep Space Tracking Station, EM | 3 | 1. 1/300 EM Sensor Sensitivity (type 125). |
| Research lab | 5 | 1. 1/5 random ruin technology type. |
| Terraforming installation | 5 | 1. 1/300 Terraforming Rate (type 57). |
| Ground Force Construction Complex | 5 | 1. 1/200 Ground Unit Strength (type 50). |
| Genetic modification centre | 1 | 1. 1/20 ruin technology type from the Biology / Genetics field. |
| Mine | 40 | 1. 1/300 Improved Mining Production (type 26). |
| Automated mine | 40 | 1. 1/300 Improved Mining Production (type 26). |
| Ship design components | 20 | Nested selection below. |
The sum of five d10 ranges from 5 to 50. Ordinary mineral, MSP and wealth amounts are therefore 1,000 to 10,000 with a mean of 5,500. Fuel is 1 to 10 million litres with a mean of 5.5 million litres. Duranium doubles that mineral result. Artefacts range from 4 to 200 with a mean of 102. Resource rewards go straight to population stock, and a player race also records the minerals as recovered from ruins. Artefacts first create a missing trade balance entry (FCT_PopTradeBalance) with a production rate of zero, then add stock. Wealth goes straight through the race’s income records. Each result except the component entry logs a Factory Restored event naming the formation and the loot. See wealth recovery and trade production.
Installation technical information
Section titled “Installation technical information”Installations are added at once. An optional bonus succeeds when a die with that many sides rolls 1, so 1/300 means a d300 rolling 1. Entries with no listed chance never grant a bonus. The game compares the cost of the race’s most advanced researched technology of the bonus type with the highest technology cost that the ruin civilisation’s Level allows:
ruin tech cost cap = integer(2 ^ (Level + 1)) x 1000
ruin potential = highest-cost technology of the selected type at or below the cap
if potential cost > current best cost (0 when none is researched):
complete the next unresearched technology of that type
This completes the next technology, not necessarily the full ruin potential, and it is an outright grant, not RP loot. Completion logs no technology event but still applies the follow-on updates of a completed technology. The Factory Restored event then adds “plus technical information on” and the technology name. The random type for a research lab or a genetic modification centre is stored on the loot entry, which all populations share. After its first random choice, later recoveries from that entry reuse it for as long as the game stays loaded. The random choice draws only from technology types with DIM_TechType.RuinTechType set, limited to the entry’s research field when it names one.
Component subtable
Section titled “Component subtable”The component entry rolls its own weighted table, again taking the first entry whose running total reaches the roll. Each component below is a separate entry. Components grouped in one row share a weight and a quantity but not one probability slot. Fixed designs are specific rows of FCT_ShipDesignComponents, given by ID. Technology rows use the ruin-level cost cap and recover the design of the most expensive technology of that type at or below the cap. Generated rows build a prototype from the civilisation Level. They then reuse a design anywhere in the game whose technology has RaceID 1 and that matches the component type, size, ComponentValue and Cost, or create a new design when none matches. Each laser draws its mount again. A d3 roll of 1 or 2 gives the standard mount, and a 3 gives the ruin-level energy weapon mount.
| Component entry | Weight each | Quantity | Design source |
|---|---|---|---|
| Gravitational survey sensor, geological survey sensor, sensor jammer, fire-control jammer, missile jammer, damage control | 3 | d5 | Ruin-level technology. |
| Jump stabilisation, salvage module, refuelling system | 2 | d2 | Ruin-level technology. |
| Cryogenic transport | 1 | d10 | Fixed design, ID 479. |
| Large troop transport bay | 1 | d5 | Fixed design, ID 728. |
| Sorium harvester | 1 | d20 | Fixed design, ID 25148. |
| Orbital mining module, terraforming module, large maintenance storage, maintenance module | 1 | d10 | Fixed designs, IDs 25720, 25241, 27132 and 27611. |
| CIC, main engineering, science department | 1 | d5 | Fixed designs, IDs 65738, 65737 and 65739. |
| Laser | 3 | d10 | Generated civilisation design. |
| Railgun, particle beam | 2 | d10 | Generated civilisation design. |
| Meson cannon, carronade | 1 | d10 | Generated civilisation design. |
| Gauss cannon | 2 | d10 | Generated civilisation design. |
| Shields | 3 | d5 | Generated civilisation design. |
| CIWS | 3 | d10 | Generated civilisation design. |
| Jump drive | 3 | d5 | Generated civilisation design. |
| Engine | 6 | d5 | Random choice of a maximum-size or a level-scaled engine. |
Recovered designs go straight into the population’s stored components without any ship cargo check. Each logs a Factory Restored event. A technology row with no technology under the cap ends the recovery with no component and no recovery event. When a generated design cannot be produced, or when the attempt stops with the error message Function #2661, that entry gives nothing and the game moves on to the later entries and tests them against the running total already reached. The outer component entry still counts as resolved when its list ends. The abandoned installation already consumed is not refunded, so a successful construction roll does not guarantee useful loot. No loot type awards RP directly.
activation and ongoing effects
Section titled “Ancient constructs activation and ongoing effects”Persistence and reporting
Section titled “Persistence and reporting”| State | What the game stores |
|---|---|
| Wreck identity, location and materials | FCT_Wrecks, with WreckID, the original ShipID, the race, class, system and orbit body IDs, Size and EffectiveSize, coordinates, mineral quantities . |
| Wreck technical records | FCT_WreckTech, with the wreck, the technology and the percentage. |
| Wreck components | FCT_WreckComponents, with the wreck, the component and the amount. |
| Work in progress | FCT_MoveOrders, with Arrived and TimeRequired and the destination and item IDs. The wreck has no partial-work column. |
| Remaining ruin site | FCT_SystemBody, with the abandoned count and the ruin and civilisation IDs. |
| Civilisation identity | FCT_RuinRace definitions and FCT_KnownRuinRace known IDs for each race. |
| Recovery toggle | FCT_GroundUnitFormation.DoNotRecover. |
| Construct |
Every save deletes and rewrites the wreck rows and their child rows. When a game is loaded, a wreck whose system, race or class no longer exists is not restored. The game then attaches the component and technical record rows to the restored wrecks. The original ship does not need to exist any more. The rewards themselves are stored separately, with ordinary ship and population cargo and with ship technical data.
Body and civilisation data are saved separately from the lists of known civilisation IDs. DoNotRecover is saved and restored with each formation. Loading a construct restores the body’s link to it when its research field and its body exist.
Wreck completion records a Tons Salvaged measurement of the full class tonnage, multiplied by .1 for a commercial class, not the cargo recovered. The game writes history and a Wreck Salvaged event. When the salvaging race has a known alien ship record matching the original ShipID, that record is marked Salvaged (FCT_AlienShip). Other races with ships or populations in the system receive an Alien Salvage event saying that the wreck has disappeared from sensors, without needing a current contact with the wreck. These events do not prove that the cargo fit, and the omissions of direct colony delivery are described above. The event types page lists these events.
Worked examples
Section titled “Worked examples”These examples use made-up inputs and the exact comparisons above.
- Timer and exact boundary. A 20 HS wreck is 1,000 tons. Rate 100 gives
ceiling(1000 / 100 x 86400) = 864000seconds, or ten days. A commercial target gives 86,400 seconds. If a pulse supplies exactly the remaining 864,000 seconds, the timer becomes zero and salvage completes on the next work step. Doubling the rate after arrival leaves the stored timer unchanged. - Cargo loss. A ship has 350 free tons and the wreck has two 3 HS components plus 100 mineral units. The components use 300 tons. The last 50 tons carry 25 mineral units. The other 75 disappear when the wreck is deleted. If the only component were 8 HS, its 400-ton whole item would not fit and the minerals could use the space instead.
- Surface fallback. A same-race colony at the exact fleet coordinates has qualifying shuttles. With no cargo holds in the fleet, it receives all of the wreck’s stock directly. Adding a full cargo ship blocks that route. With no free space left, the physical salvage is lost even though the colony is present.
- Identification. A summed xenoarchaeology rating of 10 over .1 years gives
T = 100. The strictd10000 < 100accepts 1 to 99, a chance of .99% per cycle, with no failed progress kept. - Construction. One unit with
ConstructionRating1 and a commander Production bonus of 1.1 givesC = 1.1. Morale 100, a Xenoarchaeology bonus of 1.2 and .01 years giveT = 660, which accepts 659 results, a chance of 6.59%. Success consumes one abandoned installation. The chance that the loot is wealth is10/324. The combined chance of a wealth result is.0659 x 10 / 324, approximately .2034% per element and cycle. - Construct. A
ResearchBonusof 1.5 multiplies local matching-field research by 1.5 in the player research step even while the construct is inactive. The Research tab omits that multiplier while the construct is inactive. Once the construct is active with a qualifying population, its racial contribution is +.05 and local matching-field research uses1.5 x 1.05 = 1.575, before other factors. That distinct construct also contributes .05 rift suppression.
Concept map
Section titled “Concept map”- Operations resources and units, the six recovery operations and the units they use.
- Wreck origins contents and visibility, how a lost ship becomes a wreck record and who sees it.
- Orders capability and primary ship selection, live salvage capacity, the primary salvager.
- Move action availability, the order list filters that hide the salvage actions.
- Arrival work timers and cancellation, salvage duration, countdown and cancellation.
- Wreck completion cargo and overflow, cargo loading, surface delivery and lost overflow.
- Technical data and intact ship salvage, technical data, intact dismantling and BioEnergy dismantling.
- Surface discovery and civilisation identification, ruin reports, xenoarchaeology ratings and identification rolls.
- Construction recovery and
DoNotRecover, recovery rolls and the formation toggle. - Loot selection quantities and technology, weighted loot, the technology cap and ruin component designs.
- Persistence and reporting, saved wreck, order, site, civilisation and construct state.
- Intelligence salvage, how wreck technical data accumulates and is applied.
- Alien class knowledge, the class records that salvage updates.
- Wealth recovery, shipyard scrapping and wealth recovered from ruins.
- Player race production mechanics, the trade goods and population stock that receive loot.
- Movement and logistics, travel to salvage targets and order queues.
- Ship removal and wrecks, the ship removals that leave wrecks.
- Space combat resolution, the combat losses that leave wrecks.
- Boarding and ship capture, the other way to take an enemy ship intact.
- Ruins and ruin civilisations, how ruin sites, civilisations and their defenders are generated.
- Own and parent bonus propagation, the ground-command bonus used by surveys.
- Commander lifecycle, the Production and Xenoarchaeology bonuses that salvage and recovery use.
- Strategic construction cycle order, when surveys and recovery run.
- Research and scientific personnel, the research output that construct bonuses multiply.
- Geological discoveries, the surveys that report ruins and constructs.
- Planetary installation catalogue, the installations that ruin loot and dismantling handle.
- Salvage, stabilisation and recovery conditions, medals for tons salvaged and installations recovered.
- History records, the salvage lines written to ship history.
- Event types, interrupts and hidden events, the salvage, ruin and construct event types.
- Observation and knowledge lifecycle, how discovery knowledge is kept and shared.
Resources
Section titled “Resources”Related community documentation and developer posts. These may describe a different game version.