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A Blueprint is a predetermined pattern that defines the hull, role, group, and component set of a ship class. A blueprint can be static or dynamic. A static blueprint specifies the exact components comprising the ship class. A dynamic blueprint specifies types of components, and an algorithm generates a ship class with the most advanced components of the specified type. See also list of blueprints.
Dynamic blueprint algorithm[edit | edit source]
The component types of a dynamic blueprint may be marked as required or as filler. Required component types must be present. For a blueprint to be available at all, the civilization must have the required technologies for each of the required component types and, depending on the blueprint, all of the required components must fit on the hull. Assuming all requirements are met, the ship building algorithm proceeds down the list of non-filler components types, instantiating them using the best available component or skipping them, depending on whether their technological requirements are met and there is room on the hull. The algorithm then cycles through the filler components to fill any gaps.
Variants[edit | edit source]
Prototype Blueprints[edit | edit source]
Prototypes are ships that use one or more copies of a galactic resource to mount powerful versions of beam, missile, and mass driver weapons that are far more effective than anything else at an equivalent tech level.
Support Blueprints[edit | edit source]
Many blueprints have support variants, which sacrifice raw firepower and defenses for support modules that boost their entire fleet's combat capabilities.
Modding[edit | edit source]
Blueprints are defined in the game's XML data files. Experienced modders may be able to alter blueprints to suit their needs.