System

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A system (or also colony called) is the summary with a sector.


Colonies

At F5, option Colonies there's an overview about your colonies (and your homesystem).

Symbols

Content Example Description Custom1
System
Race
Sol
Humans
Population 93 / 120 (5,3%) current/maximum (growth rate)
Morale "Content" see Morale
Food 181 food amount
Deuterium 12 Deuterium amount
Dilithium 0 Dilithium amount
Raw Materials 40 Raw Materials amount
Industry 335 Industry yield
Shipyard 1500x3 Shipyards: Industry yield + amount of shipyards
Energy 20 Energy


Research 55 Research yield
---- ---- other symbols following, not used in Colonies overview ----
Combat strength Combat strength
Shield Shield
Trade route Trade route
Energy another energy symbol
Credits 10334 Credits doesn't have a symbol

Screenshot Colonies


Stars

Images of stars are in \Resources\Images\Stars\Map. According to http://oneminuteastronomer.com/708/star-colors-explained/ there are

  • blue
  • white
  • yellow
  • orange
  • red

---

  • green is/was ingame, but is not color of a real star.


Compare with Memory-Beta


Sectors can also contain (Names + Descriptions hardcoded in SupremacyUI/StarSystemPanel.cs)

  • Black Hole
    • The gravity well caused by the Black Hole makes sensor readings of this sector unreliable. Starships in this sector may be destroyed if they drift too close to the event horizon.
  • Nebula
  • Neutron Star
    • Radiative emissions from the Neutron Star make sensor readings unreliable. Ships which enter the sector may be damaged or destroyed by the Neutron Star's magnetic field.
  • Quasar
    • (none yet #058)
  • Radio Pulsar
    • Radiative emissions from the Radio Pulsar disrupt sensors in this sector and adjacent sectors. As the Radio Pulsar rotates, its effects move clockwise through the eight adjacent sectors.
  • X-Ray Pulsar
    • Radiative emissions from the X-Ray Pulsar disrupt sensors in this sector. Radiative pulses also obscure sensor readings in a ring of sectors which expands and contracts around the pulsar.