Couple Questions |
I'm playing the demo, and I've researched Contra-Terrene engines. They claim to give 1 standard and 1 Bonus movement point, but with 12 engines I don't have 24 movement, and 6 engines dosen't give me 12. What does this component do?
I'm also confused as to why emergency movent pod can be placed on bases. They can't move, what does it do?
Leading into my next question, are there Tugs of somesort, or any way to move bases at all?
Thanks

Answers
There are two types of movement (well, space movement): "regular" which adds up linearly, and "bonus" which exists if all engines are of the same type and have that ability. So if you have all contra terrene engines, you get +1 on top of the number of engines. (NOTE: This applies in stock only; some mods change a value called "engines to move" and things work differently then).
Emergency movement pod on bases sounds like a bug 
No, you can't move bases -- you have to build them on the spot. Just research up to tech level 10 shipyards and you get shipyard components.
There are 10 types of people in the world:
Those that understand binary, and those that don't.
Third type
There is a third type of movement: Combat Movement
This is a flat bonus which is applied only during combat, not during system movement. The Afterburner uses it.
Trade off
The Level is the power of the scanner. For your basic, everyday target, this doesn't matter. If the target is cloaked, though, the Level of your scanner must be higher than the Cloaking Level of the target.
Space yard
You get bonuses based on the population size. The Space Yard doesn't add to the base rate; it replaces it and allows you to build ships/bases.
spaceyards doesn't increase
spaceyards doesn't increase production for facilities. the only way i know of so far is to increase the population of the planet. the pop adds a production bonus depending on how much pop you have on a planet

Yes they do
Whenever I build spaceyards, I am able to build facilities much faster. Using a bug with stacks of spaceyards, I was able to build 25 high level spaceyards in under a year.
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With all these people, you would expect one of them to carry an iguana around...
Multiple spaceyards, cloaking, and scanner question
When building an artifical world (Ring, Sphere) multiple Space Yards (even if a bug) is the only thing that makes sense. Build 10 and I've got 138k M/O/R build ability. Makes for short work of even the biggest worlds.
If you look at the ability tab on the planet you'll see what bonus your population gives to production.
Sensors/Cloaking is based on a "Scan Level" attribute - you need the higher value if you want to hide or to see them. Mines have an effective cloak of 5, the Cloaking item and Stealth Armor both have a MAX of 20, which the Tachyon sensor sees 21 - so the Sensors can always win - no one can stay hidden forever, if you're willing to pay the 40kT for the part.
Scanners are another topic - they allow you to see the details of ships if you are in range. There is both a scanner disruptor and armor which reduce a Scanner's effectiveness, but the game doesn't say if this is for ALL scanners or only enemy ones or enemy scanners vs all friendly ships or just the ship equiped with the scanner disruptor...

For that one ship
Both the Scanner jammer and Scattering armor block scanners used on the equipped ship, and probably against both enemy and allied ships. The Scanner jammer's description should be reworded to make it clear it only helps the ship equipped with the jammer.
Another thing about sensors: Basic sensors ultimately lose out both in range and power to Tachyon Sensors. The only advantage the basic sensor has is its 10kT size, compared to the 40kT of the Tachyon sensors. I still go with Tachyon sensors, personally.
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Give me atmopshperic manipulation cannons, or give me death!

Supplant
You have a "base" construction rate, and spaceyards SUPPLANT (i. e. replace) that rate, and allow construction of space objects as well as units/facilities.
There are 10 types of people in the world:
Those that understand binary, and those that don't.




A couple answers...
That is 1 bonus movement point in addition to the 12 standard points - so 13 altogether.
Emergency Movement being allowed on bases is just one of those things overlooked.
There is no way to move bases by the player themselves - although one of the random events can.
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