Module:Builder/Data/Concepts

--**************************************************** --** Tool tip definitions for basic concepts       ** --** To add more just copy one and append it to    ** --** it to the bottom of the concepts table. ** --**                                               ** --**  page and section grab the tip dynamically     ** --** from an existing page, with # used to grab    ** --** everything under a heading and no # used      ** --** for         ** --**                                               ** --**  tip.Text will grab the tip from               ** --** a Builder/Data/Text entry of the same name    ** --** as the tip key. ** --****************************************************

local h = mw.loadData('Module:Builder/Data/Header')

-- Element types local t = h.t -- research types --local rt = h.rt -- local stat types --local st = h.st -- local strategic resourse types --local sr = h.sr -- local tip types local tip = h.tip -- local tipdefaults --local tipDefaults = h.tipDefaults

--*************************** --** Concept Definitions  ** --*************************** local concepts = { ['BC'] = { t = t.c, image = 'BC22.png', link = false, tiptext = ' (Billions of Credits) are used to maintain buildings, hire and pay leaders, and in building ships. Income can be used to increase the treasury or boost and  using the percent sliders at the top left of the main screen.'}, ['Colony'] = { t = t.c, link = 'Colonies', glossary = false, tip=false, tiptext = false }, ['Construction'] = { t = t.c, image = 'Construction22.png', link = 'Production#Construction', tiptext = ' is used to build ships and buildings, and may be assigned a portion of through the .'}, ['Culture'] = { t = t.c, image = 'Culture22.png', link = 'Culture', tiptext = 'Space Points (SCP) are used to acquire new. Perks come in pairs only one of which can ever be chosen.'}, ['Culture Perks'] = { t = t.c, image='Culture22.png', link='Culture#Culture_Perks', glossary = false, tiptext = 'Space Points (SCP) are used to acquire new. Perks come in pairs only one of which can ever be chosen.'}, ['Eco-Engineering'] = { t = t.c, image = 'Ecology22.png', link='Planetary Engineering#Eco-Engineering', tiptext = ' is a type of that increases the  of a planet resulting in bonuses to  and  growth.'}, ['Ecological Level'] = { t = t.c, image = 'Ecology22.png', link='Colonizable Planets#Ecological Level', tiptext = 'The of a planet is a value between 0 and 3 that grants a bonus to  growth and. With the proper technologies, it can be raised through .'}, ['Flat Bonuses'] = { t = t.c, link = false, glossary = false, tiptext = 'Flat Bonuses are not multiplied by and may be gained from buildings, leaders, mining, etc.'}, ['Habitat Control'] = { t = t.c, image = 'Ecology22.png', link = 'Planetary Engineering#Habitat Control', tiptext = ' is a type of that increase the  growth rate of a colony.'}, ['Infrastructure'] = { t = t.c, image = 'Infrastructure22.png', link = 'Infrastructure', tiptext = ' determines the max number of buildings in a colony, provides a bonus to, and grants colony specialization picks each level.'}, ['Morale'] = { t = t.c, image = 'Morale22.png', link = 'Morale', tiptext = " provides a bonus multiplier to most colony output of 1 + Morale / 100 and is influencef by a planet's, , etc."}, ['Per Pop'] = { t = t.c, link = false, glossary = false, tiptext = 'Per Pop bonuses are multiplied by and  may be gained from faction traits, buildings, leaders, culture picks, etc.'}, ['Planet Type'] = { t = t.c, link = 'Colonizable Planets#Planet Type', tiptext = 'Planets range from icy to lava worlds. Planets differing in type from your home world require special technologies to colonize and will have and  penalties depending on whether they are tolerable or hostile for your species. can be changed with with the appropriate technologies.'}, ['Planetary Engineering'] = { t = t.c, image = 'Engineering22.png', link = 'Planetary Engineering', tiptext = ' can have production allocated to it through the. By default it is used for which gives boosts to  growth. It can also by used for to increase the  of planet improving both  and  growth and for  in change the  to something more habitable.'}, ['Population'] = { t = t.c, image = 'Population22.png', link = 'Population', tiptext = ' acts as a multiplier for most outputs. It is limited by the planet size and its growth can be increased by committing to .'}, ['Population Growth'] = { t = t.c, image = 'Population Growth.png', link = 'Population', glossary=false, tiptext = ' acts as a multiplier for most outputs. It is limited by the planet size and its growth can be increased by committing to .'}, ['Production'] = { t = t.c, image = 'Production22.png', link = 'Production', tiptext = ' is generated from and  and can be apportioned to, , and  growth through the .'}, ['Production Pyramid'] = { t = t.c, link = 'Production#Production Pyramid', tiptext = 'The Production Pyramid is used to assign to, , and .'}, ['Research'] = { t = t.c, image = 'Research22.png', link = 'Research', tiptext = ' Points (RP) are used to discover new technologies.'}, ['Ship Support'] = { t = t.c, image = 'ShipSupport22.png', link = 'Ship Support', tiptext = ' Points (SSP) determine the total number of ships you can maintain. Each ship requires 1 or more SSP depending on its type. Going over the SSP limit will result in being drained.'}, ['Tax Rate'] = { t = t.c, link = false, tiptext = 'Reduces by Tax Rate and increases  by 1/3 that amount.'}, ['Terraforming'] = { t = t.c, link = 'Planetary Engineering#Terraforming', tiptext = 'Terraforming is a type of that transforms the  into something more hospitable.'}, ['Maintenance'] = { t = t.c, image = 'BC22.png', link = false, tiptext = 'Cost in per turn to maintain buildings.'}, ['Construction Costs'] = { t = t.c, image = 'Construction22.png', link = false, tiptext = ' points required to build.'}, ['Space'] = { t = t.c, image = 'Space22.png', link = false, tiptext = 'Each type has a limited amount of space for adding, , etc.   reduces the amount of space components require.'}, ['Space Usage'] = { t = t.c, image = 'Space22.png', link = false, glossary = false, tiptext = 'Amount of taken by item. Each hull type has a limited amount of space.'}, ['Damage'] = { t = t.c, image = 'Damage22.png', link = false, tiptext = ' done by weapon. Without mod must first destroy the shields to reach the armor. Without mod must first destroy the  to reach the hull and systems.'}, ['Min Damage'] = { t = t.c, image = 'MinDamage22.png', link = false, tiptext = ' done by a beam weapon at its furthest range'}, ['Shield Block'] = { t = t.c, link = 'Shields', tiptext = 'Amount of absorbed by the  before they take damage.'}, ['Shield Absorption'] = { t = t.c, link = 'Shields', tiptext = 'Amount of before the  are destroyed. By default regenerates at 30% per round.'}, ['Armor Points'] = { t = t.c, link = 'Armor', tiptext = 'Amount of damage before the  is destroyed. Multiplied by hull size (1 for Frigate, 2 for destroyer, etc.).'}, ['Miniaturization'] = { t = t.c, image = 'Miniaturization22.png', link = 'Miniaturization', tiptext = 'Each weapon and system gains a level of  for each level of research completed in the same field beyond that needed to obtain it. This decreases the it takes up, its cost, and for weapons affects what mods can be applied.' }, ['GCB'] = { t = t.c, link='Planetary Combat#Ground_Combat_Bonus', glossary = false, tiptext = 'The or GCB determines the effectiveness of  in combat (both on a planet and during ) and can increased by numerous factors such  and  Buildings,  traits,  tech level, etc.'}, ['Ground Combat Bonus'] = { t = t.c, link='Planetary Combat#Ground_Combat_Bonus', tiptext = 'The or GCB determines the effectiveness of  in combat (both on a planet and during ) and can increased by numerous factors such  and  Buildings,  traits,  tech level, etc.'}, ['Helium-3'] = { t = t.c, image = 'Helium-3.png', link='Strategic Resources#Helium-3', tiptext = ' is the easiest resource to find, occurring on many .' }, ['Antimatter'] = { t = t.c, image = 'Antimatter.png', link='Strategic Resources#Antimatter', tiptext = ' is found only in the accretion disks of .' }, ['Neutronium'] = { t = t.c, image = 'Neutronium.png', link='Strategic Resources#Neutronium', tiptext = ' is found only in the accretion disks of .' }, ['Dark Matter'] = { t = t.c, image = 'Dark Matter.png', link='Strategic Resources#Dark Matter', tiptext = ' is found only in the accretion disks of .' }, ['Scan Level'] = { t = t.c, link='Scan Levels', tiptext = 'Each and  have a  from None to Full representing the knowledge you have obtained about them. The of a system can be higher than that of its, but never lower--so if you have completely scanned a , you have also completely scanned all  in it.' }, ['Remote Exploration'] = { t = t.c, link='Scan Levels#Remote_Exploration', tiptext = 'Remote Exploration is the means of scanning, not only increasing the scan level of all in the  but also potentially revealing  such as  and  that are potential sources of .' }, ['System Exploration'] = { t = t.c, link='Scan Levels#System_Exploration', tiptext = 'In addition to, you can also increase the of particular  simply by visiting them with ships. Normal ships will provide a revealing any  and  around a  along with their, , and .' }, ['Outposts'] = { t = t.c, link='Outposts', tiptext = ' can be established on any planet,, or by an. They provide access to any present, allow exploitation of, or simply provide expand the reach of your empire allowing ships to travel further and , or simply denying access to a planet to other empires.' }, ['Asteroid Exploitation'] = { t = t.c, link='Outposts#Asteroid_Exploitation', tiptext = ' on can be established after researching the  tech and provide bonuses to either, , or  scaling with the size of the. bonuses require a for each such outpost.' }, ['Hidden Systems'] = { t = t.c, link='Systems and Resources#Hidden_Systems', tiptext = 'A number of exists which can only be discovered by  of a. The most important of these have no planets but rather that are the only source of 3 of the .' }, ['Black Holes'] = { t = t.c, link='Systems and Resources#Black_Holes', tiptext = 'A collapsed star whose gravity prevents even light from escaping, these can only be discovered by. Their are the only known source of .' }, ['Neutron Stars'] = { t = t.c, link='Systems and Resources#Neutron_Stars', tiptext = 'The incredibly dense remnants of a star after a super-nova, these can only be discovered by. Their are the only known source of .' }, ['Boson Stars'] = { t = t.c, link='Systems and Resources#Boson_Stars', tiptext = 'Dead remnants of a star after a super-nova lacking the mass to become or, these  can only be discovered by. Their are the only known source of  suitable for exploitation.' }, ['Star Systems'] = { t = t.c, link='Systems and Resources#Star_Systems', tiptext = 'Less exotic than, many types of stars are easily seen across the galaxy and appear on the starting map, though detecting any bodies orbiting them requires a basic such as can be achieved by any visiting ship. Once an orbiting body is settled by a or, they increase the  of all ships in a radius around them.' }, ['Gas Giants'] = { t = t.c, link='Systems and Resources#Gas_Giants', tiptext = ' such as our own Jupiter cannot support, but can support , and are the only known source of .' }, ['Asteroid Belts'] = { t = t.c, link='Systems and Resources#Asteroid_Belts', tiptext = ' can support which allow for profitable  with the  technology.' }, ['Mineral Richness'] = { t = t.c, link='Colonizable Planets#Mineral_Richness', tiptext = 'The of a planet provides a  bonus to, ranging from 2 for poor to 8 for ultra-rich.' }, ['Colonizable Planets'] = { t = t.c, link='Colonizable Planets', tiptext = 'Normal planets can support, though their efficiency at doing so depends on their , , and as well as how closely their  and  match the preferences of your Empire.' }, ['Planet Size'] = { t = t.c, link='Colonizable Planets#Planet_Size', tiptext = 'The of planet determines both its  and. Both will place fundamental limits on eventual maximum benefit of the as all colony  are multiplied by  and  determines not only the maximum number of  a colony can support, but also provides bonuses, some of which are Empire wide.' }, ['Planetary Gravity'] = { t = t.c, link='Colonizable Planets#Planetary_Gravity', tiptext = "The of a planet can be low, medium, or high.  Each Empire has a preference and suffers penalties to  and  depending on how far the gravity is from their preference.  A  can protect a small portion of the population from these negative effects, while a  or a  can alter the gravity of the entire planet, though both require .", text = 'Gravity'}, ['Planet Construction '] = { t = t.c, link='Colonizable Planets#Planet_Construction', tiptext = 'Searching the galaxy for habitable planets and taking what you can find is one thing. Constructing ideal planets yourself is another. One option when you discover is the  tech. Take it. With just 3 resources, it allows you to construct ideal, rich to ultra-rich, high ecological level planets from  and Barren Worlds in any  you have colonized.' }, ['Leaders'] = { t = t.c, link='Leaders', tiptext = 'From time to time powerful will approach your empire for hire as a random occurrence, the result of an event or  search, or in response to a .' }, ['Leader Opinion'] = { t = t.c, link='Leaders#Leader_Opinion', tiptext = "Each Opinion of you is shown in the top right of their card in green and acts as a bonus or malus to experience gains as well as resistance to being lured away by, etc." },   ['Ship Leaders']  = { t = t.c, link='Leaders#Ship_Leaders', tiptext = ' are assigned to a specific ship and provide bonuses to the entire fleet based on their primary stats. When multiple are present in single fleet, the bonuses are not cumulative--only the highest bonus of each type will be applied.' }, ['Colony Leaders'] = { t = t.c, link='Leaders#Colony_Leaders', tiptext = ' are assigned to specific where they apply their bonuses to all colonies in the system. They may be captured in a .' }, ['Ruins'] = { t = t.c, link='Systems and Resources#Ruins', tiptext = ' (aka "Goody Huts") may be found on planets after sufficient of the. They can provide reward ranging from nothing to to powerful technologies available by no other means such as  and .' }, ['Civilian Ships'] = { t = t.c, link='Civilian Ships', tiptext = ' perform important functions in the Empire including founding Colonies, establishing, , and ferrying resources from. They cannot be modified by and carry no  and are sitting ducks in combat if not escorted by .' }, ['Colony Ships'] = { t = t.c, link='Civilian Ships#Colony_Ships', tiptext = ' require no special technology to build and as the name implies establish colonies on. Their are fairly high at the start of the game, so it is best to build up your home colony before trying to construct one.' }, ['Outpost Ships'] = { t = t.c, link='Civilian Ships#Outpost_Ships', tiptext = ' require no special technology to build and of course establish. Note however that technology is required to build  on .' }, ['Survey Ships'] = { t = t.c, link='Civilian Ships#Survey_Ships', tiptext = ' can perform, increase the speed of , and improve the odds of finding something useful from .' }, ['Support Ships'] = { t = t.c, link='Civilian Ships#Support_Ships', tiptext = ' require the technology which always grants a free one. They provide significant a bonus to all colonies in the  they are orbiting that scales with the total  of the entire Empire up to 150 points, as well as a bonus to. Note they come with a fairly steep 3 cost.' }, ['Freighter Fleets'] = { t = t.c, link='Civilian Ships#Freighter_Fleetss', tiptext = ' are necessary to ferry the resources from  to their target colony. Unlike other ships, they do not appear on the except as lines from the  to the target colony if you toggle the Show Exploitations button in the bottom right of the. They do, however, consume 1 each, with their total current number and the count of those unassigned near the middle of the top of the  as the white arrow with orange--thing.' }, ['Assault Ships'] = { t = t.c, link='Civilian Ships#Assault_Ships', tiptext = ' actually have a military function--transporting for  and --but otherwise act as civilian ships in not being modifiable and carrying no weapons. The number of present in a fleet determines the number of marines participating in, and casualties taken destroy them, so fleets involved in raiding or invasion campaigns should be accompanied by a good number of them.' }, ['Support Range'] = { t = t.c, link='Ship Movement#Support Range', tiptext = ' is determined by the highest level of technology researched, and is the maximum distance ships can travel from the nearest  or Colony. The current reach of your ships can be shown in grey borders by toggling the Show Supply Range icon at the bottom left of the ' }, ['Raids'] = { t = t.c, link='Planetary Combat#Raiding', tiptext = ' seek to damage an enemy colony and perhaps capture any present. They require and successful .' }, ['Invasions'] = { t = t.c, link='Planetary Combat#Invading and Ground Combat', tiptext = ' seek to capture or destroy a enemy colony outright. They require and successful .' }, ['Ground Combat'] = { t = t.c, link='Planetary Combat#Invasions and Ground Combat', tiptext = 'Both and  require winning. The must contain at least one  though more are recommended as they determine the number of  participating and some will be destroyed when you take casualties.' }, ['Bombing'] = { t = t.c, link='Planetary Combat#Bombing', tiptext = 'The  allows ships to bomb planets up to 3 times a turn.' }, ['Trade Treaty'] = { t = t.c, link='Diplomacy#Trade_Treaty', tiptext = ' are the easiest treaty to obtain and provide to both Empires after an initial few turns of negative income to establish trade routes, etc.  Their effect may be enhanced with the  and .' }, ['Research Treaty'] = { t = t.c, link='Diplomacy#Research_Treaty', tiptext = ' require a higher level of trust between the Empires and provide to both Empires after an initial few turns of negative income to establish the various committees, lines of communication, etc.  Their effect may be enhanced with the  and ' }, ['Mining Treaty'] = { t = t.c, link='Diplomacy#Mining_Treaty', tiptext = " allow Empires to establish to exploit resources within each other's .  Their effect may be enhanced with ." },   ['Weapon Mods']  = { t = t.c, link='Weapon Mods', tiptext = 'Weapon mods can be applied to various weapons, though some require a minimum level, and most increase the amount of  required.' }, ['Ship Special Systems'] = { t = t.c, link='Ship Special Systems', tiptext = 'Ship Special Systems (SSS) can be fitted to military ships. For those listed with an "*" their requirement is multiplied by the hull class (i.e., 1 for Frigates, 2 for Destroyers, 3 for Cruisers, etc.).' }, ['Hulls'] = { t = t.c, link='Hulls', tiptext = 'The will determine the amount of  on the ship for carrying, , etc.  It will also determine the  for things like  and  size along with the base  and required .' }, ['Ship Attack'] = { t = t.c, link='Hit Chance#Ship_Attack', tiptext = " is compared to the defender's to determine whether a  hits or misses. Each weapon has it's own attack value based on it's accuracy, distance, the contribution of the ship itself." },        ['Ship Defense']  = { t = t.c, link='Hit Chance#Ship_Defense', tiptext = " is compared to the attacker's to determine whether a  hits or misses." },   ['Accuracy']= { t = t.c, link='Hit Chance#Weapon_Accuracy', tiptext = 'Each has a base, with some having an accuracy drop-off with distance. This is added to the when each weapon makes its own, separate hit roll (even weapons in the same bank.)  Some individual weapons within each type have modifications to this--for details see the .' }, ['Beam Weapons'] = { t = t.c, link='Weapons#Beam_Weapons', tiptext = 'Beam weapons have a max range of 25 squares and drop off in both damage and accuracy with distance. They tend to be lighter than other weapons and have a base of +25%.' }, ['Kinetic Weapons'] = { t = t.c, link='Weapons#Kinetic_Weapons', tiptext = 'Kinetic weapons have a max range of 25 squares and drop off in accuracy but not damage with distance. They are hard hitting but heavier then Beams and have a base of +0%.' }, ['Missiles'] = { t = t.c, link='Weapons#Missiles', tiptext = 'Missiles have unlimited range but must travel to their target using the best available engines. They can be shot down (especially with Point Defense weapons) and evaded with an. They have a limited number of rounds than can be selected between 2 and 20--the values given are for the default of 5 missiles. They have no drop off in accuracy or damage and a base of +75%.' }, ['Torpedoes'] = { t = t.c, link='Weapons#Torpedoes', tiptext = 'Torpedoes have unlimited range and cannot be shot down, only evaded with an. They have unlimited ammo and a base of +75%.' }, ['Weapons'] = { t = t.c, link='Weapons', glossary=false, tip=false, tiptext = false }, ['Armor'] = { t = t.c, link='Armor', tiptext = 'Second line of defense after, must be destroyed before the ship hull and systems take damage unless the attacker has .' }, ['Shields'] = { t = t.c, link='Shields', tiptext = 'First line of defense, must be destroyed before the ship takes damage unless the attacker has .' }, ['Heat'] = { t = t.c, link='Tactical Combat#Overloading', tiptext = 'Overloading takes no but increases Heat of the ship and can only be repeated every so many rounds. It can be used to increase ship movement; to increase the effectiveness of ; or to increase the effectiveness. The  will increase the rate at which the ship cools.' }, ['Overloading'] = { t = t.c, link='Tactical Combat#Overloading', tiptext = 'Overloading takes no but increases Heat of the ship and can only be repeated every so many rounds. It can be used to increase ship movement; to increase the effectiveness of ; or to increase the effectiveness. The  will increase the rate at which the ship cools.' }, ['Scanners'] = { t = t.c, link = 'Scanners', tiptext = "Scanners provides a bonus to ships with the , as well as increasing the detection range and information gathered on other Empires' fleets."}, ['Targeting Algorithms'] = { t = t.c, link = 'Targeting Algorithms', tiptext = 'Targetting Algorythms apply a bonus to all ships based on the highest type researched. The bonuses do not stack--only the highest level is used.'}, ['Scanner Tech Level'] = { t = t.c, link = 'Scanners', glossary = false, tip = 'page=Scanners'}, ['Targeting Algorithm Tech Level'] = { t = t.c, link = 'Targeting Algorithms', glossary = false, tip = 'page=Targeting Algorithms'}, ['Hull Size'] = { t = t.c, link = 'Hulls', glossary = false, tip = 'tbl=Hull|exclude=notes', size='large'}, ['Range'] = { t = t.c, link = 'Tactical Combat#Range', tiptext = 'Tactical Combat ranges are expressed in grid points and are measured between the closet parts of two ships. Without weapon mods ranges are generally 25 for and ; 10 for  weapons; and 1 for .'}, ['Buildings'] = { t = t.c, link = 'Buildings', glossary = false, tiptext = 'A colony can have as many buildings as it has slots. If all slots are used, an existing building can be scrapped for .'}, ['Wonders'] = { t = t.c, link = 'Buildings#Wonders', glossary = false, tiptext = 'Wonders are a type of than can only be built once per galaxy.'}, ['Production Pyramid'] = { t = t.c, link = 'Production#Production_Pyramid', glossary = false, tiptext = 'The allocates between, , and , the latter of which can be used to increase  or various forms of .'}, ['Orbital Modules'] = { t = t.c, link = 'Buildings#Orbital Modules', tiptext = 'Orbital Modules are automatically fitted to all, applying their bonuses to each.'}, ['Income Allocation'] = { t = t.c, link = 'Empire Basics#Taxes and Income Allocation', tiptext = 'Income allocation may be used to divert a portion of taxes to and '}, ['Strategic Resources'] = { t = t.c, link = 'Strategic Resources', tiptext = 'Strategic resources reveal new technologies for research and grant greater bonuses from them.'}, ['Early Breakthrough Chance'] = { t = t.c, link = 'Research#Early Breathrough Chance', tiptext = 'Chance of discovering a tech in 2-3 turns regardless of how long the research would normally have taken.'}, ['Building Slots'] = { t = t.c, image = 'Building Slots.png', link = 'Infrastructure', tiptext = 'Max number of buildings in a colony, determined by plus any bonuses from the Civil Planners specialization.'}, --Add more here }

return concepts