<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>http://starsonata.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Blue+dwarf</id>
		<title>Starsonata Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="http://starsonata.com/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Blue+dwarf"/>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php/Special:Contributions/Blue_dwarf"/>
		<updated>2026-04-21T20:12:52Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.27.7</generator>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=65282</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=65282"/>
				<updated>2025-12-17T20:18:30Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*navigation &lt;br /&gt;
**mainpage|mainpage-description &lt;br /&gt;
**recentchanges-url|recentchanges &lt;br /&gt;
**randompage-url|randompage &lt;br /&gt;
**helppage|help &lt;br /&gt;
**Category:Guides|Guides&lt;br /&gt;
*Items&lt;br /&gt;
**Commodities|Commodities&lt;br /&gt;
**Weapons|Weapons&lt;br /&gt;
**Shields|Shields&lt;br /&gt;
**Ships|Ships&lt;br /&gt;
**Engines|Engines&lt;br /&gt;
**Items|Misc&lt;br /&gt;
**Scoops|Scoops&lt;br /&gt;
**Tractors|Tractors&lt;br /&gt;
**Energies|Energies&lt;br /&gt;
**Radars|Radars&lt;br /&gt;
**Cloaks|Cloaks&lt;br /&gt;
**Drones|Drones&lt;br /&gt;
**Augmenters|Augmenters&lt;br /&gt;
*Skills&lt;br /&gt;
**Category:Primary_Skills|Primary Skills&lt;br /&gt;
**Category:Class_Skills|Class Skills&lt;br /&gt;
**Category:Zen_Skills|Zen Skills&lt;br /&gt;
*SEARCH &lt;br /&gt;
*TOOLBOX &lt;br /&gt;
*LANGUAGES &lt;br /&gt;
*Development &lt;br /&gt;
**Category:Development|Main Page&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=65281</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=65281"/>
				<updated>2025-12-17T20:14:15Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*navigation &lt;br /&gt;
**mainpage|mainpage-description &lt;br /&gt;
**recentchanges-url|recentchanges &lt;br /&gt;
**randompage-url|randompage &lt;br /&gt;
**helppage|help &lt;br /&gt;
**Category:Guides|Guides&lt;br /&gt;
*Items&lt;br /&gt;
**Commodities|Commodities&lt;br /&gt;
**Weapons|Weapons&lt;br /&gt;
**Shields|Shields&lt;br /&gt;
**Ships|Ships&lt;br /&gt;
**Engines|Engines&lt;br /&gt;
**Items|Misc&lt;br /&gt;
**Scoops|Scoops&lt;br /&gt;
**Tractors|Tractors&lt;br /&gt;
**Energies|Energies&lt;br /&gt;
**Radars|Radars&lt;br /&gt;
**Cloaks|Cloaks&lt;br /&gt;
**Drones|Drones&lt;br /&gt;
**Augmenters|Augmenters&lt;br /&gt;
*Skills&lt;br /&gt;
**Core Skills&lt;br /&gt;
***Weaponry|Weaponry&lt;br /&gt;
***Shielding|Shielding&lt;br /&gt;
***Piloting|Piloting&lt;br /&gt;
***Engine|Engine&lt;br /&gt;
***Equipment|Equipment&lt;br /&gt;
***Radar|Radar&lt;br /&gt;
***Cloaking|Cloaking&lt;br /&gt;
***Drone_Deployment|Drone Deployment&lt;br /&gt;
***Remote_Control|Remote Control&lt;br /&gt;
**Category:Class_Skills|Class Skills&lt;br /&gt;
**Category:Zen_Skills|Zen Skills&lt;br /&gt;
**Luxury&lt;br /&gt;
***Augmenter_Tweaking|Augmenter Tweaking&lt;br /&gt;
***Category:Bar_Skills|Bar Skills&lt;br /&gt;
***Category:Imperial_Skills|Imperial Skills&lt;br /&gt;
***Category:Kalthi_Skills|Kalthi Skills&lt;br /&gt;
*SEARCH &lt;br /&gt;
*TOOLBOX &lt;br /&gt;
*LANGUAGES &lt;br /&gt;
*Development &lt;br /&gt;
**Category:Development|Main Page&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=65280</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=65280"/>
				<updated>2025-12-17T20:14:01Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*navigation &lt;br /&gt;
**mainpage|mainpage-description &lt;br /&gt;
**recentchanges-url|recentchanges &lt;br /&gt;
**randompage-url|randompage &lt;br /&gt;
**helppage|help &lt;br /&gt;
**Category:Guides|Guides&lt;br /&gt;
*Items&lt;br /&gt;
**Commodities|Commodities&lt;br /&gt;
**Weapons|Weapons&lt;br /&gt;
**Shields|Shields&lt;br /&gt;
**Ships|Ships&lt;br /&gt;
**Engines|Engines&lt;br /&gt;
**Items|Misc&lt;br /&gt;
**Scoops|Scoops&lt;br /&gt;
**Tractors|Tractors&lt;br /&gt;
**Energies|Energies&lt;br /&gt;
**Radars|Radars&lt;br /&gt;
**Cloaks|Cloaks&lt;br /&gt;
**Drones|Drones&lt;br /&gt;
**Augmenters|Augmenters&lt;br /&gt;
*[[Category:Skills|Skills]]&lt;br /&gt;
**Core Skills&lt;br /&gt;
***Weaponry|Weaponry&lt;br /&gt;
***Shielding|Shielding&lt;br /&gt;
***Piloting|Piloting&lt;br /&gt;
***Engine|Engine&lt;br /&gt;
***Equipment|Equipment&lt;br /&gt;
***Radar|Radar&lt;br /&gt;
***Cloaking|Cloaking&lt;br /&gt;
***Drone_Deployment|Drone Deployment&lt;br /&gt;
***Remote_Control|Remote Control&lt;br /&gt;
**Category:Class_Skills|Class Skills&lt;br /&gt;
**Category:Zen_Skills|Zen Skills&lt;br /&gt;
**Luxury&lt;br /&gt;
***Augmenter_Tweaking|Augmenter Tweaking&lt;br /&gt;
***Category:Bar_Skills|Bar Skills&lt;br /&gt;
***Category:Imperial_Skills|Imperial Skills&lt;br /&gt;
***Category:Kalthi_Skills|Kalthi Skills&lt;br /&gt;
*SEARCH &lt;br /&gt;
*TOOLBOX &lt;br /&gt;
*LANGUAGES &lt;br /&gt;
*Development &lt;br /&gt;
**Category:Development|Main Page&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=65279</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=65279"/>
				<updated>2025-12-17T20:13:23Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Skills&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*navigation &lt;br /&gt;
**mainpage|mainpage-description &lt;br /&gt;
**recentchanges-url|recentchanges &lt;br /&gt;
**randompage-url|randompage &lt;br /&gt;
**helppage|help &lt;br /&gt;
**Category:Guides|Guides&lt;br /&gt;
*Items&lt;br /&gt;
**Commodities|Commodities&lt;br /&gt;
**Weapons|Weapons&lt;br /&gt;
**Shields|Shields&lt;br /&gt;
**Ships|Ships&lt;br /&gt;
**Engines|Engines&lt;br /&gt;
**Items|Misc&lt;br /&gt;
**Scoops|Scoops&lt;br /&gt;
**Tractors|Tractors&lt;br /&gt;
**Energies|Energies&lt;br /&gt;
**Radars|Radars&lt;br /&gt;
**Cloaks|Cloaks&lt;br /&gt;
**Drones|Drones&lt;br /&gt;
**Augmenters|Augmenters&lt;br /&gt;
*Category:Skills|Skills&lt;br /&gt;
**Core Skills&lt;br /&gt;
***Weaponry|Weaponry&lt;br /&gt;
***Shielding|Shielding&lt;br /&gt;
***Piloting|Piloting&lt;br /&gt;
***Engine|Engine&lt;br /&gt;
***Equipment|Equipment&lt;br /&gt;
***Radar|Radar&lt;br /&gt;
***Cloaking|Cloaking&lt;br /&gt;
***Drone_Deployment|Drone Deployment&lt;br /&gt;
***Remote_Control|Remote Control&lt;br /&gt;
**Category:Class_Skills|Class Skills&lt;br /&gt;
**Category:Zen_Skills|Zen Skills&lt;br /&gt;
**Luxury&lt;br /&gt;
***Augmenter_Tweaking|Augmenter Tweaking&lt;br /&gt;
***Category:Bar_Skills|Bar Skills&lt;br /&gt;
***Category:Imperial_Skills|Imperial Skills&lt;br /&gt;
***Category:Kalthi_Skills|Kalthi Skills&lt;br /&gt;
*SEARCH &lt;br /&gt;
*TOOLBOX &lt;br /&gt;
*LANGUAGES &lt;br /&gt;
*Development &lt;br /&gt;
**Category:Development|Main Page&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=65278</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=65278"/>
				<updated>2025-12-17T20:07:51Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Well this is going to be fun.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*navigation &lt;br /&gt;
**mainpage|mainpage-description &lt;br /&gt;
**recentchanges-url|recentchanges &lt;br /&gt;
**randompage-url|randompage &lt;br /&gt;
**helppage|help &lt;br /&gt;
**Category:Guides|Guides&lt;br /&gt;
*Items&lt;br /&gt;
**Commodities|Commodities&lt;br /&gt;
**Weapons|Weapons&lt;br /&gt;
**Shields|Shields&lt;br /&gt;
**Ships|Ships&lt;br /&gt;
**Engines|Engines&lt;br /&gt;
**Items|Misc&lt;br /&gt;
**Scoops|Scoops&lt;br /&gt;
**Tractors|Tractors&lt;br /&gt;
**Energies|Energies&lt;br /&gt;
**Radars|Radars&lt;br /&gt;
**Cloaks|Cloaks&lt;br /&gt;
**Drones|Drones&lt;br /&gt;
**Augmenters|Augmenters&lt;br /&gt;
**Remote Control|Remote Control&lt;br /&gt;
*SEARCH &lt;br /&gt;
*TOOLBOX &lt;br /&gt;
*LANGUAGES &lt;br /&gt;
*Development &lt;br /&gt;
**Category:Development|Main Page&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Cargobay&amp;diff=64632</id>
		<title>Cargobay</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Cargobay&amp;diff=64632"/>
				<updated>2025-04-27T14:48:12Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Redirected page to Hull Extensions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hull Extensions]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Skinning_System&amp;diff=64611</id>
		<title>Skinning System</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Skinning_System&amp;diff=64611"/>
				<updated>2025-03-14T23:03:02Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Everything in the &amp;quot;Content&amp;quot; directory tree is customizable by players, to make your own skin you should make a new folder in the &amp;quot;Content&amp;quot; directory which has any name you want. The client will automatically detect any skins you have, and will load them in an alphabetical order, taking any modifications that come first. Eg, if I have a skin named A and one Z, and both have modifications editing the galaxy map in, the galmap from A would be used. Default is automatically the lowest priority in loading skins.&lt;br /&gt;
&lt;br /&gt;
You don't have to put every file in your skin directory tree. Only put the files that you change and their appropriate index files (game_data\images.xml, UI\XML\root.xml, etc). The client will automatically look for your files first, then if a file isn't in that tree, it will fetch it from the default tree.&lt;br /&gt;
&lt;br /&gt;
Don't edit any files in the default tree, as those will get overwritten when you patch. Instead, make your own skin directory and copy the file there and make your modification there. That way, when you patch, you won't lose any of your modifications.&lt;br /&gt;
&lt;br /&gt;
Almost everything the Star Sonata 2 client uses is in the Content tree and is thus skinnable by players, include UI layout, graphics, models, textures, etc.&lt;br /&gt;
&lt;br /&gt;
Once you're done with your modifications, the client can read and unpack modifications from a compressed zip file, in this case the file is the directory in Content. The file path should look like something like this overall: Content/MyMod.zip/Textures/Ships/SuperCoolShipTexture.png&lt;br /&gt;
&lt;br /&gt;
Post anything you have made for other players to use, use the [https://discord.com/channels/162979076695523331/1350241316319268875 Modification] forum on Discord. Include a few screenshots and a download link to a compressed (.zip is suggested) file of your mod.&lt;br /&gt;
&lt;br /&gt;
Any third party modifications are used at your own risk.&lt;br /&gt;
&lt;br /&gt;
[[Category:Client_Skinning]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=64259</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=64259"/>
				<updated>2024-07-07T12:20:58Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Horizontal Mods Column Tables */&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods {&lt;br /&gt;
    table-layout: fixed;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods thead tr,&lt;br /&gt;
.wikitable.horzmods tbody tr {&lt;br /&gt;
width: 100%;&lt;br /&gt;
min-width: 100%;&lt;br /&gt;
display: flex;&lt;br /&gt;
justify-content: space-between;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods tbody tr {&lt;br /&gt;
height: 16em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods th:first-child,&lt;br /&gt;
.wikitable.horzmods td:first-child {&lt;br /&gt;
  width: 15% !important;&lt;br /&gt;
 overflow:hidden !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods td:first-child img {&lt;br /&gt;
 width:100% !important;&lt;br /&gt;
 height:auto !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods th:nth-child(2),&lt;br /&gt;
.wikitable.horzmods td:nth-child(2) {&lt;br /&gt;
width: 15% !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods th:nth-child(4),&lt;br /&gt;
.wikitable.horzmods th:nth-child(5),&lt;br /&gt;
.wikitable.horzmods th:nth-child(7),&lt;br /&gt;
.wikitable.horzmods th:nth-child(9),&lt;br /&gt;
.wikitable.horzmods th:nth-child(19),&lt;br /&gt;
.wikitable.horzmods th:nth-child(20),&lt;br /&gt;
.wikitable.horzmods td:nth-child(4),&lt;br /&gt;
.wikitable.horzmods td:nth-child(5),&lt;br /&gt;
.wikitable.horzmods td:nth-child(7),&lt;br /&gt;
.wikitable.horzmods td:nth-child(9),&lt;br /&gt;
.wikitable.horzmods td:nth-child(19),&lt;br /&gt;
.wikitable.horzmods td:nth-child(20)  {&lt;br /&gt;
width: 8% !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods td,&lt;br /&gt;
.wikitable.horzmods th {&lt;br /&gt;
    border: 1px #aaa solid;&lt;br /&gt;
    border-collapse: collapse;&lt;br /&gt;
    padding-left: 0 !important;&lt;br /&gt;
    padding-right: 0 !important;&lt;br /&gt;
    padding-top: 0.2em !important;&lt;br /&gt;
    padding-bottom: 0.2em !important;&lt;br /&gt;
    overflow:auto!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods th:not(last-child),&lt;br /&gt;
.wikitable.horzmods td:not(last-child) {&lt;br /&gt;
padding-left: 0.2em !important;&lt;br /&gt;
padding-right: 0.2em !important;&lt;br /&gt;
border: 1px #aaa solid !important;&lt;br /&gt;
width: 4%;&lt;br /&gt;
display: flex !important;&lt;br /&gt;
flex-flow: column nowrap;&lt;br /&gt;
justify-content: center;&lt;br /&gt;
align-content: center;&lt;br /&gt;
align-items: stretch;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods td:not(last-child) {&lt;br /&gt;
min-height: 8.25em !important;&lt;br /&gt;
max-height: 8.25em !important;&lt;br /&gt;
height: 8.25em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods th:last-child,&lt;br /&gt;
.wikitable.horzmods td:last-child {&lt;br /&gt;
min-width: 99.4% !important;&lt;br /&gt;
display: block !important;&lt;br /&gt;
padding-left: 0.2em !important;&lt;br /&gt;
padding-right: 0.2em !important;&lt;br /&gt;
position: absolute;&lt;br /&gt;
left: 0;&lt;br /&gt;
right: 0;&lt;br /&gt;
margin-top: 0em !important;&lt;br /&gt;
padding-top: 0.25em !important;&lt;br /&gt;
overflow-y: scroll !important;&lt;br /&gt;
background: rgba(0,0,0,0);&lt;br /&gt;
padding-bottom: 0em !important;&lt;br /&gt;
min-height: 0.1em !important;&lt;br /&gt;
max-height: 0.1em !important;&lt;br /&gt;
float: left;&lt;br /&gt;
text-align: center;&lt;br /&gt;
width: 99.4%;&lt;br /&gt;
opacity:0;&lt;br /&gt;
word-wrap: normal;&lt;br /&gt;
word-break: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods td:last-child {&lt;br /&gt;
background: rgba(0,0,0,0.5);&lt;br /&gt;
min-height: 7em !important;&lt;br /&gt;
max-height: 7em !important;&lt;br /&gt;
width: 99.4%;&lt;br /&gt;
opacity:1;&lt;br /&gt;
margin-top: 8.7em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Wiki Table Sorting Header with Link Fix */&lt;br /&gt;
&lt;br /&gt;
th a {&lt;br /&gt;
text-decoration: none;&lt;br /&gt;
-webkit-background-clip: text;&lt;br /&gt;
-moz-background-clip: text;&lt;br /&gt;
background-clip: text;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
    display: grid;&lt;br /&gt;
    grid-template-rows: auto auto 1fr;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-page-base {&lt;br /&gt;
    grid-row: 1;&lt;br /&gt;
    grid-column: 1/3;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-head-base {&lt;br /&gt;
    grid-row: 1;&lt;br /&gt;
    grid-column: 1/3;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content {&lt;br /&gt;
    grid-row: 2;&lt;br /&gt;
    grid-column: 1/3;&lt;br /&gt;
    min-width: 0;&lt;br /&gt;
    width: auto;&lt;br /&gt;
    display: block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body#content {&lt;br /&gt;
    margin-left: 10.25em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-navigation {&lt;br /&gt;
    grid-row: 1/4;&lt;br /&gt;
    grid-column: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:not(.page-Main_Page) #mw-navigation #mw-panel {&lt;br /&gt;
    padding-left:0;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    top: 3.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.page-Main_Page #mw-navigation #mw-panel {&lt;br /&gt;
    padding-left:0;&lt;br /&gt;
    position: fixed;&lt;br /&gt;
    top: 3.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer {&lt;br /&gt;
    grid-row: 3;&lt;br /&gt;
    grid-column: 1/3;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable span {&lt;br /&gt;
    scroll-margin-top: 4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#toc, .toc {&lt;br /&gt;
    margin-top: 30px;&lt;br /&gt;
    background-color: rgb(0 0 0 / 20%);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.systembox table {&lt;br /&gt;
    float:right;&lt;br /&gt;
    width:200px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.centered {&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    border-style: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Damage types */&lt;br /&gt;
.beam         { color: magenta; }&lt;br /&gt;
.energy       { color: #8E44AD; }&lt;br /&gt;
.heat         { color: orange; }&lt;br /&gt;
.physical     { color: #3498DB; }&lt;br /&gt;
.radiation    { color: lightgrey; }&lt;br /&gt;
.surgical     { color: turquoise; }&lt;br /&gt;
.mining       { color: lightgreen; }&lt;br /&gt;
.transference { color: #3F3FFF; }&lt;br /&gt;
.true         { color: #F0F05B; }&lt;br /&gt;
.bigtable tr &amp;gt; .energy       { color: #8E44AD;    border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .heat         { color: orange;     border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .physical     { color: #3498DB;    border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .radiation    { color: lightgrey;  border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .surgical     { color: turquoise;  border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .mining       { color: lightgreen; border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .transference { color: #3F3FFF;    border-color: #dddddd; }&lt;br /&gt;
&lt;br /&gt;
.strength {&lt;br /&gt;
    color: rgb(1,219,1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.weakness {&lt;br /&gt;
    color: rgb(219,1,1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_physical {&lt;br /&gt;
    background-color: rgba(5,6,201,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_surgical {&lt;br /&gt;
    background-color: rgba(57,179,122,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_radiation {&lt;br /&gt;
    background-color: rgba(174,172,174,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_mining {&lt;br /&gt;
    background-color: rgba(37,204,5,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_transference {&lt;br /&gt;
    background-color: rgba(96,124,174,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_heat {&lt;br /&gt;
    background-color: rgba(206,66,5,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_laser {&lt;br /&gt;
    background-color: rgba(206,49,70,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_energy {&lt;br /&gt;
    background-color: rgba(113,63,118,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_weakness {&lt;br /&gt;
    background-color: rgba(219,1,1,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Item qualities */&lt;br /&gt;
.junk {&lt;br /&gt;
    color: #555555;&lt;br /&gt;
}&lt;br /&gt;
.common {&lt;br /&gt;
    color: #ffffff;&lt;br /&gt;
}&lt;br /&gt;
.uncommon {&lt;br /&gt;
    color: #40BF00;&lt;br /&gt;
}&lt;br /&gt;
.rare {&lt;br /&gt;
    color: #0080FF;&lt;br /&gt;
}&lt;br /&gt;
.exotic {&lt;br /&gt;
    color: #FF8000;&lt;br /&gt;
}&lt;br /&gt;
.artifact {&lt;br /&gt;
    color: #8000BF;&lt;br /&gt;
}&lt;br /&gt;
.exalted {&lt;br /&gt;
    color: #FF6767;&lt;br /&gt;
}&lt;br /&gt;
.legendary {&lt;br /&gt;
    color: #00FFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
/*    overflow:auto;*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1 {&lt;br /&gt;
    line-height:normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h2 {&lt;br /&gt;
    padding:0.1em;&lt;br /&gt;
    line-height:normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    min-height:25px;&lt;br /&gt;
    height:auto;&lt;br /&gt;
    max-height: 400px;&lt;br /&gt;
    width: 300px;&lt;br /&gt;
    display: block;&lt;br /&gt;
    position:relative;&lt;br /&gt;
    overflow-y:auto;&lt;br /&gt;
    overflow-x:hidden;&lt;br /&gt;
    padding:0px 5px!important;&lt;br /&gt;
    -webkit-transition: box-shadow 0.3s ease;&lt;br /&gt;
    -moz-transition: box-shadow 0.3s ease;&lt;br /&gt;
    -ms-transition: box-shadow 0.3s ease;&lt;br /&gt;
    -o-transition: box-shadow 0.3s ease;&lt;br /&gt;
    transition: box-shadow 0.3s ease;&lt;br /&gt;
    -webkit-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:height 0.3s ease-in-out;&lt;br /&gt;
    transition:height 0.3s ease-in-out;&lt;br /&gt;
    -webkit-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -webkit-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    transition:max-height 0.3s ease-in-out;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc #toctitle {&lt;br /&gt;
    left:0px;&lt;br /&gt;
    width:100%;&lt;br /&gt;
    border-bottom:1px solid #fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc.tochidden {&lt;br /&gt;
    min-height:25px;&lt;br /&gt;
    height:25px;&lt;br /&gt;
    max-height:25px;&lt;br /&gt;
    border: 1px solid #ff4500;&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #ff4500;&lt;br /&gt;
    overflow-y:hidden; /* not needed, but makes chrome instantly hide the scrollbar */&lt;br /&gt;
    -webkit-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:height 0.3s ease-in-out;&lt;br /&gt;
    transition:height 0.3s ease-in-out;&lt;br /&gt;
    -webkit-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -webkit-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    transition:max-height 0.3s ease-in-out;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc &amp;gt; tbody &amp;gt; tr &amp;gt; td &amp;gt; ul {&lt;br /&gt;
    margin-top: 30px!important;&lt;br /&gt;
    opacity:1;&lt;br /&gt;
    visibility:visible;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tochidden &amp;gt; tbody &amp;gt; tr &amp;gt; td &amp;gt; ul {&lt;br /&gt;
    margin-top: 0px;&lt;br /&gt;
    opacity:0;&lt;br /&gt;
    visibility:hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.editsection, #p-captions ul li a {&lt;br /&gt;
    margin-left: 5px!important;&lt;br /&gt;
    color: #fff!important;&lt;br /&gt;
    background: rgba(0,0,0,0.6)!important;&lt;br /&gt;
    border-radius: 5px!important;&lt;br /&gt;
    padding: 2px!important;&lt;br /&gt;
    margin: 10px!important;&lt;br /&gt;
    top: -1px!important;&lt;br /&gt;
    left: -1px!important;&lt;br /&gt;
    position: relative!important;&lt;br /&gt;
    box-shadow: 1px 1px 1px 1px #000!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.editsection:hover, #p-captions ul li a:hover {&lt;br /&gt;
    color: #7af5ff99!important;&lt;br /&gt;
    top:0px!important;&lt;br /&gt;
    left:0px!important;&lt;br /&gt;
    -webkit-transition:all .3s!important;&lt;br /&gt;
    transition:all .3s!important;&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #7af5ff99!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-captions li.selected ul a {&lt;br /&gt;
    color: #7af5ff99!important;&lt;br /&gt;
    background-color:rgba(255,255,255,0.2)!important;&lt;br /&gt;
    top:0px!important;&lt;br /&gt;
    left:0px!important;&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #7af5ff99!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.editsection a {&lt;br /&gt;
   color:#fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.editsection a:hover {&lt;br /&gt;
   color:#7af5ff99;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table, .wrapper {&lt;br /&gt;
    font-size: 100%;&lt;br /&gt;
    border: 0px;&lt;br /&gt;
    border-radius: 5px;&lt;br /&gt;
    padding: 5px;&lt;br /&gt;
    margin: 5px;&lt;br /&gt;
    background: rgba(0,0,0,0.6);&lt;br /&gt;
    border-color: #7af5ff99;&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #7af5ff99;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mainpage table {&lt;br /&gt;
    font-size: 100%;&lt;br /&gt;
    border: 0px;&lt;br /&gt;
    border-radius: 0px;&lt;br /&gt;
    padding: 0px;&lt;br /&gt;
    margin: 0px;&lt;br /&gt;
    background: rgba(0,0,0,0);&lt;br /&gt;
    border-color: #000;&lt;br /&gt;
    box-shadow: 0px 0px 0px 0px #000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.navbox {&lt;br /&gt;
    font-size: 100%;&lt;br /&gt;
    border: 0px;&lt;br /&gt;
    border-radius: 0px;&lt;br /&gt;
    padding: 0px;&lt;br /&gt;
    margin: 0px;&lt;br /&gt;
    background: rgba(0,0,0,0);&lt;br /&gt;
    border-color: none;&lt;br /&gt;
    box-shadow: 0px 0px 0px 0px #000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.navbox {&lt;br /&gt;
    float:left;&lt;br /&gt;
    width:80%!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mainpage table.navbox {&lt;br /&gt;
    float:none;&lt;br /&gt;
    width:100%!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
mw-content-ltr table tbody tr td b, mw-content-ltr table td.navbox-group, table td.navbox-list {&lt;br /&gt;
    color: #ffaf31!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body h2 {&lt;br /&gt;
    font-size: 2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable {&lt;br /&gt;
    max-width: 100%;&lt;br /&gt;
    table-layout: auto;&lt;br /&gt;
    background-color: black !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable th, .wikitable td {&lt;br /&gt;
    border: 1px #aaa solid;&lt;br /&gt;
    border-collapse: collapse;&lt;br /&gt;
    /* padding: 0px, 1px; */&lt;br /&gt;
    /* padding: 0px, 0.2em; */&lt;br /&gt;
    padding-left: 0 !important;&lt;br /&gt;
    padding-right: 0 !important;&lt;br /&gt;
    min-width: 2.5% !important;&lt;br /&gt;
    padding-top: 0.2em !important;&lt;br /&gt;
    padding-bottom: 0.2em !important;&lt;br /&gt;
    /*top: -1px;&lt;br /&gt;
    left: -1px;&lt;br /&gt;
    position: relative;*/&lt;br /&gt;
    /*box-shadow:1px 1px 1px 1px #000;*/&lt;br /&gt;
    overflow:auto!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable td:last-child {&lt;br /&gt;
    min-width: 10% !important;&lt;br /&gt;
    display: table-cell;&lt;br /&gt;
    min-height: 10em;&lt;br /&gt;
    max-height: 10em;&lt;br /&gt;
    padding-left: 0.2em !important;&lt;br /&gt;
    padding-right: 0.2em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable th {&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    top:-1px;&lt;br /&gt;
    background-color:black !important;&lt;br /&gt;
    background-clip: padding-box;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable th:hover, .wikitable td:hover {&lt;br /&gt;
    border: 1px #aaa solid;&lt;br /&gt;
    padding: 0px, 0.2em;&lt;br /&gt;
    /*top: 0px;&lt;br /&gt;
    left: 0px;&lt;br /&gt;
    position: relative;*/&lt;br /&gt;
    /*-webkit-transition:all .3s;&lt;br /&gt;
    transition:all .3s!important;&lt;br /&gt;
    background: rgba(255,255,255,0.2);&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #ffaf31;*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable tr:hover {&lt;br /&gt;
    background: rgba(255,255,255,0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Shipboxes */&lt;br /&gt;
&lt;br /&gt;
.cloakbox table, .shipbox table {&lt;br /&gt;
    margin-right:20px!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.shipbox table td img {&lt;br /&gt;
    height:100%;&lt;br /&gt;
    width:auto;&lt;br /&gt;
    max-width: 30em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox table {&lt;br /&gt;
font-size: 100%;&lt;br /&gt;
border: 0px;&lt;br /&gt;
border-radius: 5px;&lt;br /&gt;
padding: 5px;&lt;br /&gt;
margin: 5px;&lt;br /&gt;
background: rgba(0,0,0,0.6);&lt;br /&gt;
border-color: #7af5ff99;&lt;br /&gt;
box-shadow: 0px 0px 3px 3px #7af5ff99;&lt;br /&gt;
float: none;&lt;br /&gt;
width: 700px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox .missionhover {&lt;br /&gt;
    height:100px;&lt;br /&gt;
    overflow:hidden;&lt;br /&gt;
    padding:20px;&lt;br /&gt;
    opacity:0.5;&lt;br /&gt;
    -webkit-box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    -webkit-transition: all .3s ease!important;&lt;br /&gt;
    -moz-transition: all .3s ease!important;&lt;br /&gt;
    -ms-transition: all .3s ease!important;&lt;br /&gt;
    -o-transition: all .3s ease!important;&lt;br /&gt;
    transition: all .3s ease!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox .missionhover:hover {&lt;br /&gt;
    height:300px;&lt;br /&gt;
    box-shadow:none;&lt;br /&gt;
    overflow-y:scroll;&lt;br /&gt;
    opacity:1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox2 table {&lt;br /&gt;
font-size: 100%;&lt;br /&gt;
border: 0px;&lt;br /&gt;
border-radius: 5px;&lt;br /&gt;
padding: 5px;&lt;br /&gt;
margin: 5px 5px 10px 10px;&lt;br /&gt;
background: rgba(0,0,0,0.6);&lt;br /&gt;
border-color: #7af5ff99;&lt;br /&gt;
box-shadow: 0px 0px 3px 3px #7af5ff99;&lt;br /&gt;
width: 45em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox2 .missionhover {&lt;br /&gt;
    height:100px;&lt;br /&gt;
    overflow:hidden;&lt;br /&gt;
    padding:20px;&lt;br /&gt;
    opacity:0.5;&lt;br /&gt;
    -webkit-box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    -webkit-transition: all .3s ease!important;&lt;br /&gt;
    -moz-transition: all .3s ease!important;&lt;br /&gt;
    -ms-transition: all .3s ease!important;&lt;br /&gt;
    -o-transition: all .3s ease!important;&lt;br /&gt;
    transition: all .3s ease!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox2 .missionhover:hover {&lt;br /&gt;
    height:300px;&lt;br /&gt;
    box-shadow:none;&lt;br /&gt;
    overflow-y:scroll;&lt;br /&gt;
    opacity:1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.teambox table {&lt;br /&gt;
    float:none;&lt;br /&gt;
    margin-left:auto;&lt;br /&gt;
    margin-right:auto;&lt;br /&gt;
    width:1000px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.teambox .listing a {&lt;br /&gt;
    display:block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.teambox .flag {&lt;br /&gt;
    float:right;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.teambox pre {&lt;br /&gt;
    border:none;&lt;br /&gt;
    color:#fff;&lt;br /&gt;
    background-color:transparent;&lt;br /&gt;
    line-height:normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.teambox h1, h2, h3 {&lt;br /&gt;
    padding:10px;&lt;br /&gt;
    margin-bottom:0px;&lt;br /&gt;
    border-bottom:none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.expandable {&lt;br /&gt;
    max-height:50px;&lt;br /&gt;
    overflow:hidden;&lt;br /&gt;
    opacity:0.5;&lt;br /&gt;
    padding:5px;&lt;br /&gt;
    border:1px solid #7af5ff99;&lt;br /&gt;
    border-radius:5px;&lt;br /&gt;
    -webkit-box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    -webkit-transition: all .3s ease;&lt;br /&gt;
    -moz-transition: all .3s ease;&lt;br /&gt;
    -ms-transition: all .3s ease;&lt;br /&gt;
    -o-transition: all .3s ease;&lt;br /&gt;
    transition: all .3s ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.expandable:hover {&lt;br /&gt;
    max-height:300px;&lt;br /&gt;
    overflow-y:scroll;&lt;br /&gt;
    box-shadow:none;&lt;br /&gt;
    opacity:1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blueprintbox table {&lt;br /&gt;
    float:none!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mainpageannouncment h6 {&lt;br /&gt;
    border-radius:5px;&lt;br /&gt;
    font-size:22px;&lt;br /&gt;
    padding:15px;&lt;br /&gt;
    margin:5px;&lt;br /&gt;
    margin-left: 5px;&lt;br /&gt;
    color: #fff;&lt;br /&gt;
    background: rgba(0,0,0,0.6);&lt;br /&gt;
    position: relative;&lt;br /&gt;
    box-shadow: 1px 1px 1px 1px #000;&lt;br /&gt;
    line-height:30px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.diff, td.diff-otitle, td.diff-ntitle {&lt;br /&gt;
  background-color:#000;&lt;br /&gt;
}&lt;br /&gt;
td.diff-context,td.diff-deletedline,td.diff-addedline {&lt;br /&gt;
  background-color:#555;&lt;br /&gt;
}&lt;br /&gt;
td.diff-deletedline {&lt;br /&gt;
  color:#f55;&lt;br /&gt;
}&lt;br /&gt;
td.diff-addedline {&lt;br /&gt;
  color:#afa;&lt;br /&gt;
}&lt;br /&gt;
td.diff-addedline .diffchange {&lt;br /&gt;
  background: black;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*Ships Page-Specific CSS*/&lt;br /&gt;
&lt;br /&gt;
body.page-TCGM_Sandbox .shipbox table {&lt;br /&gt;
    height:100px;&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.page-TCGM_Sandbox .shipbox tr, body.page-TCGM_Sandbox .shipbox td,  body.page-TCGM_Sandbox .shipbox tbody {&lt;br /&gt;
    display:block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Class Page-Specific CSS */&lt;br /&gt;
.skill-table .skill-cell {&lt;br /&gt;
    position:relative; &lt;br /&gt;
    width:33%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .skill-cell img {&lt;br /&gt;
    z-index:99;&lt;br /&gt;
    position:relative&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table pre {&lt;br /&gt;
    padding: 0.5em;&lt;br /&gt;
    border: none;&lt;br /&gt;
    color: #fdfdfd;&lt;br /&gt;
    background-color: rgba(36,46,49,0.7);&lt;br /&gt;
    line-height: 1.1em;&lt;br /&gt;
    position:relative;&lt;br /&gt;
    z-index:99;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .header {&lt;br /&gt;
    font-weight:bold; &lt;br /&gt;
    font-size:1.1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .glyph-left {&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:15px;&lt;br /&gt;
    height:15px;&lt;br /&gt;
    background-color:#082935;&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:0;&lt;br /&gt;
    left:50%;&lt;br /&gt;
    margin-left:-52px;&lt;br /&gt;
    margin-top:31px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .connector-right {&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:100%;&lt;br /&gt;
    height:5px;&lt;br /&gt;
    background-color:#082935;&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:4px;&lt;br /&gt;
    left:50%;&lt;br /&gt;
    margin-top:31px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .connector-down {&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:5px;&lt;br /&gt;
    height:100%;&lt;br /&gt;
    background-color:#082935;&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:0%;&lt;br /&gt;
    left:50%;&lt;br /&gt;
    margin-top:31px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.skill-table .glyph-top {&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:15px;&lt;br /&gt;
    height:15px;&lt;br /&gt;
    background-color:#082935;&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:0;&lt;br /&gt;
    left:50%;&lt;br /&gt;
    margin-left:-5px;&lt;br /&gt;
    margin-top:-14px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .skill-cell span {&lt;br /&gt;
    float:left &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.skill-table td {&lt;br /&gt;
    vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-cell pre::after { &lt;br /&gt;
   content: &amp;quot; &amp;quot;;&lt;br /&gt;
   display: block; &lt;br /&gt;
   height: 0; &lt;br /&gt;
   clear: both;&lt;br /&gt;
   *zoom: expression( this.runtimeStyle['zoom'] = '1', this.innerHTML += '&amp;lt;div class=&amp;quot;ie7-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;' );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ie7-clear {&lt;br /&gt;
    display: block;&lt;br /&gt;
    clear: both;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skills-wrapper {&lt;br /&gt;
    display:inline-block; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skills td {&lt;br /&gt;
    padding-left:5px&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skills td.icon {&lt;br /&gt;
    padding-left:0px&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.adv-skills td.name {&lt;br /&gt;
    font-weight:bold; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skills .icon img {&lt;br /&gt;
    width: 50px;&lt;br /&gt;
    height: 50px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skills td {&lt;br /&gt;
     border-bottom: 1px solid #212121;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skill-legend &amp;gt; div {&lt;br /&gt;
    margin:0px 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skill-legend div {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skill-legend .adv-skill-glyph {&lt;br /&gt;
    width:11px;&lt;br /&gt;
    height:11px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Item Template CSS */&lt;br /&gt;
&lt;br /&gt;
.itemWrapper, .weaponWrapper {&lt;br /&gt;
    line-height:18px;&lt;br /&gt;
    font-size:18px;&lt;br /&gt;
    border: 1px solid #7af5ff99;&lt;br /&gt;
    border-radius: 0px;&lt;br /&gt;
    padding: 10px;&lt;br /&gt;
    background: rgba(0,0,0,0.6);&lt;br /&gt;
    box-shadow: 1px 1px 1px 1px #333;&lt;br /&gt;
    float: none;&lt;br /&gt;
    min-width: 150px;&lt;br /&gt;
    min-height: 300px;&lt;br /&gt;
    max-width:300px;&lt;br /&gt;
    max-height:400px;&lt;br /&gt;
    overflow-y:scroll;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.weaponWrapper {&lt;br /&gt;
    max-width:400px;&lt;br /&gt;
    max-height:600px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.itemName {&lt;br /&gt;
    margin-left:auto;&lt;br /&gt;
    margin-right:auto;&lt;br /&gt;
    text-align:center;&lt;br /&gt;
    height:80px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.itemStatsWrapper div div, .weaponStatsWrapper div div {&lt;br /&gt;
   display:inline-block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.weaponWrapper .itemWrapper {&lt;br /&gt;
    border:0px;&lt;br /&gt;
    padding:0px;&lt;br /&gt;
    background:transparent;&lt;br /&gt;
    box-shadow:none;&lt;br /&gt;
    min-width: 0px;&lt;br /&gt;
    min-height: 0px;&lt;br /&gt;
    overflow-y:visible;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.itemIconWrapper {&lt;br /&gt;
    float: left;&lt;br /&gt;
    margin: 10px;&lt;br /&gt;
    margin-bottom:0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.itemIconWrapper img {&lt;br /&gt;
    width:64px;&lt;br /&gt;
    height:64px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scroll-box {&lt;br /&gt;
    margin-left:260px;&lt;br /&gt;
    overflow-x:scroll;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wide-table td:first-child {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    width: 250px;&lt;br /&gt;
    top: auto;&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
    height: 20px;&lt;br /&gt;
    margin-left: 0px;&lt;br /&gt;
    border-left: none;&lt;br /&gt;
    border-right: none;&lt;br /&gt;
    border-bottom: none;&lt;br /&gt;
    left: 0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wide-table th:first-child {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    width: 233px;&lt;br /&gt;
    top: auto;&lt;br /&gt;
    border-top-width: 1px;&lt;br /&gt;
    margin-top: -1px;&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
    height: 100%;&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #7af5ff99;&lt;br /&gt;
    background: rgba(0,0,0,0.6);&lt;br /&gt;
    left: 0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-content-ltr {&lt;br /&gt;
position:relative;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-logo {&lt;br /&gt;
    visibility: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Simplified formatting for the large main tables */&lt;br /&gt;
.bigtable {&lt;br /&gt;
    padding: 0px;&lt;br /&gt;
    margin-left: 0px;&lt;br /&gt;
    color: #dddddd;&lt;br /&gt;
    background-color: black;&lt;br /&gt;
    border: 1px solid #aaa;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
/* Fix linking behavior with sticky header */&lt;br /&gt;
.bigtable &amp;gt; thead &amp;gt; tr {&lt;br /&gt;
    height: 4em;&lt;br /&gt;
}&lt;br /&gt;
.bigtable tr {&lt;br /&gt;
    position: relative;&lt;br /&gt;
}&lt;br /&gt;
.bigtable span:empty {&lt;br /&gt;
    scroll-margin-top: 4em;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
}&lt;br /&gt;
/* De-duplicate borders (border-collapse can't be used because of the sticky header) */&lt;br /&gt;
.bigtable tr &amp;gt; :not(:first-child) {&lt;br /&gt;
    border-left: none;&lt;br /&gt;
}&lt;br /&gt;
.bigtable td {&lt;br /&gt;
    border-top: none;&lt;br /&gt;
}&lt;br /&gt;
/* Sticky header (z-index is required to draw over relative positioned elements) */&lt;br /&gt;
.bigtable th {&lt;br /&gt;
    background-image: none !important;&lt;br /&gt;
    background-color: black;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
}&lt;br /&gt;
/* Reduce cell padding to make table narrower */&lt;br /&gt;
.bigtable th, .bigtable td {&lt;br /&gt;
    padding-left: 2px !important;&lt;br /&gt;
    padding-right: 2px !important;&lt;br /&gt;
}&lt;br /&gt;
/* Highlight current row */&lt;br /&gt;
.bigtable tr:hover {&lt;br /&gt;
    background-color:#222222&lt;br /&gt;
}&lt;br /&gt;
/* Make &amp;lt;pre&amp;gt;s behave */&lt;br /&gt;
.bigtable pre {&lt;br /&gt;
    color: #dddddd;&lt;br /&gt;
    background-color: #00000000;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
    border: 0;&lt;br /&gt;
}&lt;br /&gt;
/* Shorthand coloring for certain tables */&lt;br /&gt;
.bigtable .good {&lt;br /&gt;
    color: #00b050;&lt;br /&gt;
    border-color: #aaa;&lt;br /&gt;
}&lt;br /&gt;
.bigtable .mid {&lt;br /&gt;
    color: #f0d000;&lt;br /&gt;
    border-color: #aaa;&lt;br /&gt;
}&lt;br /&gt;
.bigtable .bad {&lt;br /&gt;
    color: #ff0000;&lt;br /&gt;
    border-color: #aaa;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Double stacked floating headers */&lt;br /&gt;
.bigtable.doubleheader tr:nth-child(2) &amp;gt; th {&lt;br /&gt;
    top:2em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Sticky name columns for very very wide tables */&lt;br /&gt;
.bigtable.stickyname tr &amp;gt; :first-child {&lt;br /&gt;
    position:sticky;&lt;br /&gt;
    left:0px;&lt;br /&gt;
    background-color:black;&lt;br /&gt;
}&lt;br /&gt;
.bigtable.stickyname tr &amp;gt; th:first-child {&lt;br /&gt;
    z-index:2;&lt;br /&gt;
}&lt;br /&gt;
.bigtable.stickyname tr:hover &amp;gt; td:first-child{&lt;br /&gt;
    background-color:#222222&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Classes to left justify certain columns */&lt;br /&gt;
table.col-1-left td:nth-child(1) { text-align: left; }&lt;br /&gt;
table.col-2-left td:nth-child(2) { text-align: left; }&lt;br /&gt;
table.col-3-left td:nth-child(3) { text-align: left; }&lt;br /&gt;
table.col-4-left td:nth-child(4) { text-align: left; }&lt;br /&gt;
table.col-5-left td:nth-child(5) { text-align: left; }&lt;br /&gt;
table.col-6-left td:nth-child(6) { text-align: left; }&lt;br /&gt;
table.col-7-left td:nth-child(7) { text-align: left; }&lt;br /&gt;
table.col-8-left td:nth-child(8) { text-align: left; }&lt;br /&gt;
table.col-9-left td:nth-child(9) { text-align: left; }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Floating table labels for very large tables */&lt;br /&gt;
.floating-table-label {&lt;br /&gt;
    display: grid;&lt;br /&gt;
}&lt;br /&gt;
.floating-table-label &amp;gt; div {&lt;br /&gt;
    grid-row: 1;&lt;br /&gt;
    grid-column: 1;&lt;br /&gt;
    margin-top: 1em;&lt;br /&gt;
    margin-bottom: 1em;&lt;br /&gt;
    margin-left: -2em;&lt;br /&gt;
}&lt;br /&gt;
.floating-table-label &amp;gt; div &amp;gt; div {&lt;br /&gt;
    writing-mode: vertical-lr;&lt;br /&gt;
    /* transform: rotate(180deg); */&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    top: 1em;&lt;br /&gt;
}&lt;br /&gt;
.floating-table-label &amp;gt; div &amp;gt; div img {&lt;br /&gt;
    -webkit-padding-after: 8px;&lt;br /&gt;
}&lt;br /&gt;
.floating-table-label &amp;gt; table {&lt;br /&gt;
    grid-row: 1;&lt;br /&gt;
    grid-column: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Slightly greyout out size and weight in main tables */&lt;br /&gt;
.page-Capacitorsn.page-Cloaks .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Diffusers               .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Electron_Clouds         .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Energies                .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Engines                 .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Envelopments            .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Fighter_Bays            .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Gravometric_Disruptors  .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Hull_Extensions         .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Item_Generators         .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Lighthouses             .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Missile_Launchers       .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Radars                  .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Scoops                  .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Shield_Chargers         .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Shields                 .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Solar_Panels            .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Capacitors              .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Cloaks                  .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Diffusers               .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Electron_Clouds         .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Energies                .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Engines                 .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Envelopments            .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Fighter_Bays            .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Gravometric_Disruptors  .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Hull_Extensions         .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Item_Generators         .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Lighthouses             .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Missile_Launchers       .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Radars                  .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Scoops                  .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Shield_Chargers         .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Shields                 .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Solar_Panels            .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Supers Items table specific styling */&lt;br /&gt;
.page-Super_Items .bigtable td:nth-child(3) div {&lt;br /&gt;
    color: #7af5ff;&lt;br /&gt;
}&lt;br /&gt;
.page-Super_Items .bigtable td:nth-child(3) pre {&lt;br /&gt;
    font-family: inherit&lt;br /&gt;
}&lt;br /&gt;
.page-Super_Items .bigtable td:nth-child(3) span {&lt;br /&gt;
    color: #7aff84&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Ships table specific styling */&lt;br /&gt;
.page-Ships .bigtable thead {&lt;br /&gt;
    top: 0px;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
}&lt;br /&gt;
.page-Ships .bigtable thead tr {&lt;br /&gt;
    height: 10em !important;&lt;br /&gt;
    border-bottom: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Ships .bigtable tr {&lt;br /&gt;
    display:grid;&lt;br /&gt;
    grid-template-columns: 132px 6em 6em 10em 4em 4em 4em 4em 4em 4em 4em 4em 1fr 8em 8em;&lt;br /&gt;
    grid-template-rows: 0fr 0fr 0fr 1fr;&lt;br /&gt;
}&lt;br /&gt;
.page-Ships .bigtable tbody tr:not(:first-child) {&lt;br /&gt;
    border-top: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Ships .bigtable th &amp;gt; span {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    height: 100%;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
.page-Ships .bigtable span:empty {&lt;br /&gt;
    scroll-margin-top: 10em;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
}&lt;br /&gt;
/* Visual reference */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(1) {  grid-row: 1/5; grid-column: 1; overflow: hidden; }&lt;br /&gt;
/* Name */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(2) {  grid-row: 1;   grid-column: 3/5; }&lt;br /&gt;
/* Tech, Hull, Max Speed, Augs, Weps, Size, Weight */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(3) {  grid-row: 2;   grid-column: 2; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(4) {  grid-row: 3;   grid-column: 2; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(5) {  grid-row: 4;   grid-column: 2; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(6) {  grid-row: 2;   grid-column: 3; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(7) {  grid-row: 3;   grid-column: 3; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(8) {  grid-row: 4;   grid-column: 3; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(9) {  grid-row: 2;   grid-column: 4; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(3)::before { color: #999999; content: 'Tech:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(4)::before { color: #999999; content: 'Hull:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(5)::before { color: #999999; content: 'Speed:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(6)::before { color: #999999; content: 'Augs:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(7)::before { color: #999999; content: 'Weps:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(8)::before { color: #999999; content: 'Size:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(9)::before { color: #999999; content: 'Weight:'; }&lt;br /&gt;
/* Resists */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(10) { grid-row: 1;   grid-column: 5; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(11) { grid-row: 1;   grid-column: 6; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(12) { grid-row: 1;   grid-column: 7; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(13) { grid-row: 1;   grid-column: 8; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(14) { grid-row: 1;   grid-column: 9; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(15) { grid-row: 1;   grid-column: 10; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(16) { grid-row: 1;   grid-column: 11; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(17) { grid-row: 1;   grid-column: 12; border-right: none; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(10) &amp;gt; * { color: magenta; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(11) &amp;gt; * { color: #8E44AD; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(12) &amp;gt; * { color: orange; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(13) &amp;gt; * { color: #3498DB; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(14) &amp;gt; * { color: lightgrey; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(15) &amp;gt; * { color: turquoise; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(16) &amp;gt; * { color: lightgreen; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(17) &amp;gt; * { color: #3F3FFF; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(10) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/2/2a/Laser-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(11) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(12) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(13) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(14) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(15) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(16) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(17) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;br /&gt;
/* Vis, Reflect */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(18) { grid-row: 3;   grid-column: 4; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(19) { grid-row: 4;   grid-column: 4; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(18)::before { color: #999999; content: 'Vis:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(19)::before { color: #999999; content: 'Reflect:'; }&lt;br /&gt;
/* Mods */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(20) { grid-row: 2/5; grid-column: 5/14; }&lt;br /&gt;
/* Qualities */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(21) { grid-row: 1;   grid-column: 2; border-color: #dddddd; }&lt;br /&gt;
/* Blank to make header behave */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(22) { grid-row: 1;   grid-column: 13; }&lt;br /&gt;
/* Source, description */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(23) {  grid-row: 1/5; grid-column: 14; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(24) {  grid-row: 1/5; grid-column: 15; }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Fighters table specific styling */&lt;br /&gt;
.page-Fighters .bigtable thead {&lt;br /&gt;
    top: 0px;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
}&lt;br /&gt;
.page-Fighters .bigtable thead tr {&lt;br /&gt;
    height: 10em !important;&lt;br /&gt;
    border-bottom: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Fighters .bigtable tr {&lt;br /&gt;
    display:grid;&lt;br /&gt;
    grid-template-columns: 132px 4em 4em 4em 4em 4em 4em 4em 4em 6em 14em 4em 4em 4em 8em 1fr;&lt;br /&gt;
}&lt;br /&gt;
.page-Fighters .bigtable tbody tr:not(:first-child) {&lt;br /&gt;
    border-top: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Fighters .bigtable th &amp;gt; span {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    height: 100%;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
.page-Fighters .bigtable span:empty {&lt;br /&gt;
    scroll-margin-top: 10em;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
}&lt;br /&gt;
/* Visual reference */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(1) {  grid-row: 1/7; grid-column: 1; overflow: hidden; }&lt;br /&gt;
/* Name, Tech, Size, Weight, Energy, Speed, distance, Shield Bank, Shield Regen */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(2) {  grid-row: 1;   grid-column: 2/6; border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(3) {  grid-row: 1;   grid-column: 6/8; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(4) {  grid-row: 1;   grid-column: 8/10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(5) {  grid-row: 2;   grid-column: 2/4; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(6) {  grid-row: 3;   grid-column: 2/4; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(7) {  grid-row: 2;   grid-column: 4/6; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(8) {  grid-row: 3;   grid-column: 4/6; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(9) {  grid-row: 2;   grid-column: 6/10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(10) { grid-row: 3;   grid-column: 6/10; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(3)::before { color: #999999; content: 'Tech:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(4)::before { color: #999999; content: 'Size:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(5)::before { color: #999999; content: 'Weight:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(6)::before { color: #999999; content: 'Energy:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(7)::before { color: #999999; content: 'Max Speed:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(8)::before { color: #999999; content: 'Max Dist:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(9)::before { color: #999999; content: 'Shield Bank:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(10)::before { color: #999999; content: 'Shield Regen:'; }&lt;br /&gt;
/* Resists */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(11) { grid-row: 4/7; grid-column: 2; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(12) { grid-row: 4/7; grid-column: 3; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(13) { grid-row: 4/7; grid-column: 4; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(14) { grid-row: 4/7; grid-column: 5; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(15) { grid-row: 4/7; grid-column: 6; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(16) { grid-row: 4/7; grid-column: 7; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(17) { grid-row: 4/7; grid-column: 8; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(18) { grid-row: 4/7; grid-column: 9; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(11) &amp;gt; * { color: magenta; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(12) &amp;gt; * { color: #8E44AD; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(13) &amp;gt; * { color: orange; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(14) &amp;gt; * { color: #3498DB; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(15) &amp;gt; * { color: lightgrey; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(16) &amp;gt; * { color: turquoise; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(17) &amp;gt; * { color: lightgreen; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(18) &amp;gt; * { color: #3F3FFF; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(11) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/2/2a/Laser-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(12) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(13) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(14) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(15) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(16) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(17) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(18) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;br /&gt;
/* Source, Description, Filler Box */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(19) {  grid-row: 1/7; grid-column: 15; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(20) {  grid-row: 1/7; grid-column: 16; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(21) {  grid-row: 1/7; grid-column: 10/15; }&lt;br /&gt;
/* Weapon 1 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(22) {  grid-row: 1;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(23) {  grid-row: 1;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(24) {  grid-row: 1;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(25) {  grid-row: 1;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(26) {  grid-row: 1;   grid-column: 14; }&lt;br /&gt;
/* Weapon 2 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(27) {  grid-row: 2;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(28) {  grid-row: 2;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(29) {  grid-row: 2;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(30) {  grid-row: 2;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(31) {  grid-row: 2;   grid-column: 14; }&lt;br /&gt;
/* Weapon 3 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(32) {  grid-row: 3;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(33) {  grid-row: 3;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(34) {  grid-row: 3;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(35) {  grid-row: 3;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(36) {  grid-row: 3;   grid-column: 14; }&lt;br /&gt;
/* Weapon 4 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(37) {  grid-row: 4;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(38) {  grid-row: 4;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(39) {  grid-row: 4;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(40) {  grid-row: 4;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(41) {  grid-row: 4;   grid-column: 14; }&lt;br /&gt;
/* Weapon 5 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(42) {  grid-row: 5;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(43) {  grid-row: 5;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(44) {  grid-row: 5;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(45) {  grid-row: 5;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(46) {  grid-row: 5;   grid-column: 14; }&lt;br /&gt;
/* Weapon 6 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(47) {  grid-row: 6;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(48) {  grid-row: 6;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(49) {  grid-row: 6;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(50) {  grid-row: 6;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(51) {  grid-row: 6;   grid-column: 14; }&lt;br /&gt;
/* Weapon type classes */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .energy    + td { color: #8E44AD;    border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .heat      + td { color: orange;     border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .physical  + td { color: #3498DB;    border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .radiation + td { color: lightgrey;  border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .surgical  + td { color: turquoise;  border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .mining    + td { color: lightgreen; border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .energy::before {    content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .heat::before {      content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .physical::before {  content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .radiation::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .surgical::before {  content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .mining::before {    content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Diffusers table specific styling */&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(5)  &amp;gt; * { color: magenta; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(6)  &amp;gt; * { color: #8E44AD; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(7)  &amp;gt; * { color: orange; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(8)  &amp;gt; * { color: #3498DB; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(9)  &amp;gt; * { color: lightgrey; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(10) &amp;gt; * { color: turquoise; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(11) &amp;gt; * { color: lightgreen; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(12) &amp;gt; * { color: #1f1fff; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(5)  &amp;gt; *:not(:empty)::before { content: url(/wiki/images/2/2a/Laser-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(6)  &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(7)  &amp;gt; *:not(:empty)::before { content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(8)  &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(9)  &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(10) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(11) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(12) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Drones table specific styling */&lt;br /&gt;
.page-Drones .bigtable.tempdrones thead {&lt;br /&gt;
    top: 0px;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
}&lt;br /&gt;
.page-Drones .bigtable.tempdrones thead tr {&lt;br /&gt;
    height: 10em !important;&lt;br /&gt;
    border-bottom: solid #dddddd 1px;&lt;br /&gt;
}&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr {&lt;br /&gt;
    display:grid;&lt;br /&gt;
    grid-template-columns: 132px 4em 4em 4em 4em 4em 4em 4em 4em 8em 1fr 1fr 1fr 6em 1fr 4em 4em 4em 2fr 4em 4em 4em 4em 4em 4em;&lt;br /&gt;
}&lt;br /&gt;
.page-Drones .bigtable.tempdrones tbody tr:not(:first-child) {&lt;br /&gt;
    border-top: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Drones .bigtable.tempdrones th &amp;gt; span {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    height: 100%;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
.page-Drones .bigtable.tempdrones span:empty {&lt;br /&gt;
    scroll-margin-top: 10em;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
}&lt;br /&gt;
/* Visual reference */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(1) {  grid-row: 1/13; grid-column: 1; overflow: hidden; }&lt;br /&gt;
/* Name, Tech, Size, Weight, Energy, Speed, distance, Shield Bank, Shield Regen */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(2) {  grid-row: 1;   grid-column: 2/6; border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(3) {  grid-row: 1;   grid-column: 6/8; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(4) {  grid-row: 1;   grid-column: 8/10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(5) {  grid-row: 1;   grid-column: 10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(6) {  grid-row: 2;   grid-column: 2/4; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(7) {  grid-row: 3;   grid-column: 2/4; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(8) {  grid-row: 2;   grid-column: 4/6; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(9) {  grid-row: 3;   grid-column: 4/6; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(10) { grid-row: 2;   grid-column: 6/8; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(11) { grid-row: 3;   grid-column: 6/8; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(12) { grid-row: 2;   grid-column: 8/10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(13) { grid-row: 3;   grid-column: 8/10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(14) { grid-row: 2;   grid-column: 10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(15) { grid-row: 3;   grid-column: 10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(16) { grid-row: 4/13;grid-column: 10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(3)::before { color: #999999; content: 'Tech:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(4)::before { color: #999999; content: 'Size:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(5)::before { color: #999999; content: 'Vis:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(6)::before { color: #999999; content: 'Weight:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(7)::before { color: #999999; content: 'Elec:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(8)::before { color: #999999; content: 'Ch Elec:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(9)::before { color: #999999; content: 'Ch Time:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(10)::before { color: #999999; content: 'E Bank:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(11)::before { color: #999999; content: 'E Reg:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(12)::before { color: #999999; content: 'S Bank:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(13)::before { color: #999999; content: 'S Reg:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(14)::before { color: #999999; content: 'Lifespan:'; }&lt;br /&gt;
.page-Drones .bigtable.mobiledrones td:nth-child(15)::before { color: #999999; content: 'Speed:'; }&lt;br /&gt;
.page-Drones .bigtable.mobiledrones td:nth-child(16)::before { color: #999999; content: 'W Wake:'; }&lt;br /&gt;
/* Resists */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(17) { grid-row: 4/13;grid-column: 2; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(18) { grid-row: 4/13;grid-column: 3; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(19) { grid-row: 4/13;grid-column: 4; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(20) { grid-row: 4/13;grid-column: 5; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(21) { grid-row: 4/13;grid-column: 6; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(22) { grid-row: 4/13;grid-column: 7; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(23) { grid-row: 4/13;grid-column: 8; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(24) { grid-row: 4/13;grid-column: 9; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(17) &amp;gt; * { color: magenta; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(18) &amp;gt; * { color: #8E44AD; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(19) &amp;gt; * { color: orange; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(20) &amp;gt; * { color: #3498DB; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(21) &amp;gt; * { color: lightgrey; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(22) &amp;gt; * { color: turquoise; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(23) &amp;gt; * { color: lightgreen; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(24) &amp;gt; * { color: #3F3FFF; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(17) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/2/2a/Laser-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(18) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(19) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(20) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(21) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(22) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(23) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(24) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;br /&gt;
/* Source, Description, Item Mods, Filler Box */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(25) {  grid-row: 1/13;grid-column: 11; min-width: 8em; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(26) {  grid-row: 1/13;grid-column: 12; min-width: 8em; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(27) {  grid-row: 1/13;grid-column: 13; min-width: 8em; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(28) {  grid-row: 1/13;grid-column: 14/26; }&lt;br /&gt;
/* Weapon 1 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(29) {  grid-row: 1;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(30) {  grid-row: 1;   grid-column: 15; min-width: 16em; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(31) {  grid-row: 1;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(32) {  grid-row: 1;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(33) {  grid-row: 1;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(34) {  grid-row: 1;   grid-column: 19; min-width: 16em; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(35) {  grid-row: 1;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(36) {  grid-row: 1;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(37) {  grid-row: 1;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(38) {  grid-row: 1;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(39) {  grid-row: 1;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(40) {  grid-row: 1;   grid-column: 25; }&lt;br /&gt;
/* Weapon 2 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(41) {  grid-row: 2;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(42) {  grid-row: 2;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(43) {  grid-row: 2;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(44) {  grid-row: 2;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(45) {  grid-row: 2;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(46) {  grid-row: 2;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(47) {  grid-row: 2;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(48) {  grid-row: 2;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(49) {  grid-row: 2;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(50) {  grid-row: 2;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(51) {  grid-row: 2;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(52) {  grid-row: 2;   grid-column: 25; }&lt;br /&gt;
/* Weapon 3 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(53) {  grid-row: 3;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(54) {  grid-row: 3;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(55) {  grid-row: 3;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(56) {  grid-row: 3;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(57) {  grid-row: 3;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(58) {  grid-row: 3;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(59) {  grid-row: 3;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(60) {  grid-row: 3;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(61) {  grid-row: 3;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(62) {  grid-row: 3;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(63) {  grid-row: 3;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(64) {  grid-row: 3;   grid-column: 25; }&lt;br /&gt;
/* Weapon 4 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(65) {  grid-row: 4;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(66) {  grid-row: 4;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(67) {  grid-row: 4;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(68) {  grid-row: 4;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(69) {  grid-row: 4;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(70) {  grid-row: 4;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(71) {  grid-row: 4;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(72) {  grid-row: 4;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(73) {  grid-row: 4;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(74) {  grid-row: 4;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(75) {  grid-row: 4;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(76) {  grid-row: 4;   grid-column: 25; }&lt;br /&gt;
/* Weapon 5 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(77) {  grid-row: 5;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(78) {  grid-row: 5;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(79) {  grid-row: 5;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(80) {  grid-row: 5;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(81) {  grid-row: 5;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(82) {  grid-row: 5;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(83) {  grid-row: 5;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(84) {  grid-row: 5;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(85) {  grid-row: 5;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(86) {  grid-row: 5;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(87) {  grid-row: 5;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(88) {  grid-row: 5;   grid-column: 25; }&lt;br /&gt;
/* Weapon 6 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(89) {  grid-row: 6;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(90) {  grid-row: 6;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(91) {  grid-row: 6;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(92) {  grid-row: 6;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(93) {  grid-row: 6;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(94) {  grid-row: 6;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(95) {  grid-row: 6;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(96) {  grid-row: 6;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(97) {  grid-row: 6;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(98) {  grid-row: 6;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(99) {  grid-row: 6;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(100) { grid-row: 6;   grid-column: 25; }&lt;br /&gt;
/* Weapon 7 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(101) { grid-row: 7;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(102) { grid-row: 7;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(103) { grid-row: 7;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(104) { grid-row: 7;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(105) { grid-row: 7;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(106) { grid-row: 7;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(107) { grid-row: 7;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(108) { grid-row: 7;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(109) { grid-row: 7;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(110) { grid-row: 7;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(111) { grid-row: 7;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(112) { grid-row: 7;   grid-column: 25; }&lt;br /&gt;
/* Weapon 8 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(113) { grid-row: 8;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(114) { grid-row: 8;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(115) { grid-row: 8;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(116) { grid-row: 8;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(117) { grid-row: 8;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(118) { grid-row: 8;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(119) { grid-row: 8;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(120) { grid-row: 8;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(121) { grid-row: 8;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(122) { grid-row: 8;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(123) { grid-row: 8;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(124) { grid-row: 8;   grid-column: 25; }&lt;br /&gt;
/* Weapon 9 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(125) { grid-row: 9;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(126) { grid-row: 9;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(127) { grid-row: 9;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(128) { grid-row: 9;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(129) { grid-row: 9;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(130) { grid-row: 9;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(131) { grid-row: 9;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(132) { grid-row: 9;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(133) { grid-row: 9;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(134) { grid-row: 9;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(135) { grid-row: 9;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(136) { grid-row: 9;   grid-column: 25; }&lt;br /&gt;
/* Weapon 10 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(137) { grid-row: 10;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(138) { grid-row: 10;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(139) { grid-row: 10;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(140) { grid-row: 10;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(141) { grid-row: 10;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(142) { grid-row: 10;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(143) { grid-row: 10;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(144) { grid-row: 10;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(145) { grid-row: 10;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(146) { grid-row: 10;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(147) { grid-row: 10;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(148) { grid-row: 10;   grid-column: 25; }&lt;br /&gt;
/* Weapon 11 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(149) { grid-row: 11;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(150) { grid-row: 11;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(151) { grid-row: 11;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(152) { grid-row: 11;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(153) { grid-row: 11;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(154) { grid-row: 11;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(155) { grid-row: 11;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(156) { grid-row: 11;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(157) { grid-row: 11;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(158) { grid-row: 11;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(159) { grid-row: 11;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(160) { grid-row: 11;   grid-column: 25; }&lt;br /&gt;
/* Weapon 12 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(161) { grid-row: 12;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(162) { grid-row: 12;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(163) { grid-row: 12;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(164) { grid-row: 12;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(165) { grid-row: 12;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(166) { grid-row: 12;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(167) { grid-row: 12;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(168) { grid-row: 12;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(169) { grid-row: 12;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(170) { grid-row: 12;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(171) { grid-row: 12;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(172) { grid-row: 12;   grid-column: 25; }&lt;br /&gt;
&lt;br /&gt;
/* Weapon type classes */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .energy       + td { color: #8E44AD;    border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .heat         + td { color: orange;     border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .physical     + td { color: #3498DB;    border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .radiation    + td { color: lightgrey;  border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .surgical     + td { color: turquoise;  border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .mining       + td { color: lightgreen; border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .transference + td { color: #3F3FFF;    border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .energy::before {       content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .heat::before {         content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .physical::before {     content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .radiation::before {    content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .surgical::before {     content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .mining::before {       content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .transference::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .aura::before {         content: url(/wiki/images/3/36/Aura-Generators-Icon.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .super::before {        content: url(/wiki/images/c/cb/Super-Item-Small.png); }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Field generators table specific styling */&lt;br /&gt;
.page-Field_Generators .bigtable thead {&lt;br /&gt;
    top: 0px;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
}&lt;br /&gt;
.page-Field_Generators .bigtable thead tr {&lt;br /&gt;
    height: 5em !important;&lt;br /&gt;
    border-bottom: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Field_Generators .bigtable tr {&lt;br /&gt;
    display:grid;&lt;br /&gt;
    grid-template-columns: 4em 1fr 6em 6em 1fr 4em 1fr 3em 3em 3em 3em 3em 1fr 1fr 1fr;&lt;br /&gt;
}&lt;br /&gt;
.page-Field_Generators .bigtable tbody tr:not(:first-child) {&lt;br /&gt;
    border-top: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Field_Generators .bigtable th &amp;gt; span {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    height: 100%;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
.page-Field_Generators .bigtable span:empty {&lt;br /&gt;
    scroll-margin-top: 5em;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
}&lt;br /&gt;
/* Name, Tech, Size, Weight, Elec, Vis */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(1) {  grid-row: 1;   grid-column: 1/3; border-color: #dddddd; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(2) {  grid-row: 1;   grid-column: 3; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(3) {  grid-row: 1;   grid-column: 4; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(4) {  grid-row: 2/7; grid-column: 1; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(5) {  grid-row: 2/7; grid-column: 2; min-width: 8em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(6) {  grid-row: 2/7; grid-column: 3; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(7) {  grid-row: 2/7; grid-column: 4; }&lt;br /&gt;
.page-Field_Generators .bigtable td:nth-child(2)::before { color: #999999; content: 'Tech:'; }&lt;br /&gt;
.page-Field_Generators .bigtable td:nth-child(3)::before { color: #999999; content: 'Size:'; }&lt;br /&gt;
.page-Field_Generators .bigtable td:nth-child(5)::before { color: #999999; content: 'Weight:'; }&lt;br /&gt;
.page-Field_Generators .bigtable td:nth-child(6)::before { color: #999999; content: 'Elec:'; }&lt;br /&gt;
.page-Field_Generators .bigtable td:nth-child(7)::before { color: #999999; content: 'Vis:'; }&lt;br /&gt;
/* Source, Description, Restrictions, Filler Box */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(8) {  grid-row: 1/7; grid-column: 13; min-width: 8em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(9) {  grid-row: 1/7; grid-column: 14; min-width: 8em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(10) { grid-row: 1/7; grid-column: 15; min-width: 8em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(11) { grid-row: 1/7; grid-column: 5/13; }&lt;br /&gt;
/* Field 1 */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(12) {  grid-row: 1;   grid-column: 5; min-width: 12em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(13) {  grid-row: 1;   grid-column: 6; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(14) {  grid-row: 1;   grid-column: 7; min-width: 10em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(15) {  grid-row: 1;   grid-column: 8; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(16) {  grid-row: 1;   grid-column: 9; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(17) {  grid-row: 1;   grid-column: 10; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(18) {  grid-row: 1;   grid-column: 11; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(19) {  grid-row: 1;   grid-column: 12; }&lt;br /&gt;
/* Field 2 */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(20) {  grid-row: 2;   grid-column: 5; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(21) {  grid-row: 2;   grid-column: 6; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(22) {  grid-row: 2;   grid-column: 7; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(23) {  grid-row: 2;   grid-column: 8; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(24) {  grid-row: 2;   grid-column: 9; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(25) {  grid-row: 2;   grid-column: 10; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(26) {  grid-row: 2;   grid-column: 11; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(27) {  grid-row: 2;   grid-column: 12; }&lt;br /&gt;
/* Field 3 */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(28) {  grid-row: 3;   grid-column: 5; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(29) {  grid-row: 3;   grid-column: 6; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(30) {  grid-row: 3;   grid-column: 7; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(31) {  grid-row: 3;   grid-column: 8; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(32) {  grid-row: 3;   grid-column: 9; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(33) {  grid-row: 3;   grid-column: 10; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(34) {  grid-row: 3;   grid-column: 11; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(35) {  grid-row: 3;   grid-column: 12; }&lt;br /&gt;
/* Field 4 */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(36) {  grid-row: 4;   grid-column: 5; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(37) {  grid-row: 4;   grid-column: 6; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(38) {  grid-row: 4;   grid-column: 7; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(39) {  grid-row: 4;   grid-column: 8; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(40) {  grid-row: 4;   grid-column: 9; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(41) {  grid-row: 4;   grid-column: 10; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(42) {  grid-row: 4;   grid-column: 11; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(43) {  grid-row: 4;   grid-column: 12; }&lt;br /&gt;
/* Field 5 */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(44) {  grid-row: 5;   grid-column: 5; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(45) {  grid-row: 5;   grid-column: 6; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(46) {  grid-row: 5;   grid-column: 7; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(47) {  grid-row: 5;   grid-column: 8; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(48) {  grid-row: 5;   grid-column: 9; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(49) {  grid-row: 5;   grid-column: 10; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(50) {  grid-row: 5;   grid-column: 11; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(51) {  grid-row: 5;   grid-column: 12; }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Station Kits table specific styling */&lt;br /&gt;
/* Resists */&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(8) { grid-row: 1;   grid-column: 9; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(9) { grid-row: 1;   grid-column: 10; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(10) { grid-row: 1;   grid-column: 11; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(11) { grid-row: 1;   grid-column: 12; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(12) { grid-row: 1;   grid-column: 13; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(13) { grid-row: 1;   grid-column: 14; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(14) { grid-row: 1;   grid-column: 15; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(15) { grid-row: 1;   grid-column: 16; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(8) &amp;gt; * { color: magenta; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(9) &amp;gt; * { color: #8E44AD; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(10) &amp;gt; * { color: orange; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(11) &amp;gt; * { color: #3498DB; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(12) &amp;gt; * { color: lightgrey; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(13) &amp;gt; * { color: turquoise; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(14) &amp;gt; * { color: lightgreen; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(15) &amp;gt; * { color: #3F3FFF; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(8) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/2/2a/Laser-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(9) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(10) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(11) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(12) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(13) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(14) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(15) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=64258</id>
		<title>MediaWiki:Common.css</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=MediaWiki:Common.css&amp;diff=64258"/>
				<updated>2024-07-07T12:20:34Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Made the diffchange background black for better readability.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;/* Horizontal Mods Column Tables */&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods {&lt;br /&gt;
    table-layout: fixed;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods thead tr,&lt;br /&gt;
.wikitable.horzmods tbody tr {&lt;br /&gt;
width: 100%;&lt;br /&gt;
min-width: 100%;&lt;br /&gt;
display: flex;&lt;br /&gt;
justify-content: space-between;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods tbody tr {&lt;br /&gt;
height: 16em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods th:first-child,&lt;br /&gt;
.wikitable.horzmods td:first-child {&lt;br /&gt;
  width: 15% !important;&lt;br /&gt;
 overflow:hidden !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods td:first-child img {&lt;br /&gt;
 width:100% !important;&lt;br /&gt;
 height:auto !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods th:nth-child(2),&lt;br /&gt;
.wikitable.horzmods td:nth-child(2) {&lt;br /&gt;
width: 15% !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods th:nth-child(4),&lt;br /&gt;
.wikitable.horzmods th:nth-child(5),&lt;br /&gt;
.wikitable.horzmods th:nth-child(7),&lt;br /&gt;
.wikitable.horzmods th:nth-child(9),&lt;br /&gt;
.wikitable.horzmods th:nth-child(19),&lt;br /&gt;
.wikitable.horzmods th:nth-child(20),&lt;br /&gt;
.wikitable.horzmods td:nth-child(4),&lt;br /&gt;
.wikitable.horzmods td:nth-child(5),&lt;br /&gt;
.wikitable.horzmods td:nth-child(7),&lt;br /&gt;
.wikitable.horzmods td:nth-child(9),&lt;br /&gt;
.wikitable.horzmods td:nth-child(19),&lt;br /&gt;
.wikitable.horzmods td:nth-child(20)  {&lt;br /&gt;
width: 8% !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods td,&lt;br /&gt;
.wikitable.horzmods th {&lt;br /&gt;
    border: 1px #aaa solid;&lt;br /&gt;
    border-collapse: collapse;&lt;br /&gt;
    padding-left: 0 !important;&lt;br /&gt;
    padding-right: 0 !important;&lt;br /&gt;
    padding-top: 0.2em !important;&lt;br /&gt;
    padding-bottom: 0.2em !important;&lt;br /&gt;
    overflow:auto!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods th:not(last-child),&lt;br /&gt;
.wikitable.horzmods td:not(last-child) {&lt;br /&gt;
padding-left: 0.2em !important;&lt;br /&gt;
padding-right: 0.2em !important;&lt;br /&gt;
border: 1px #aaa solid !important;&lt;br /&gt;
width: 4%;&lt;br /&gt;
display: flex !important;&lt;br /&gt;
flex-flow: column nowrap;&lt;br /&gt;
justify-content: center;&lt;br /&gt;
align-content: center;&lt;br /&gt;
align-items: stretch;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods td:not(last-child) {&lt;br /&gt;
min-height: 8.25em !important;&lt;br /&gt;
max-height: 8.25em !important;&lt;br /&gt;
height: 8.25em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods th:last-child,&lt;br /&gt;
.wikitable.horzmods td:last-child {&lt;br /&gt;
min-width: 99.4% !important;&lt;br /&gt;
display: block !important;&lt;br /&gt;
padding-left: 0.2em !important;&lt;br /&gt;
padding-right: 0.2em !important;&lt;br /&gt;
position: absolute;&lt;br /&gt;
left: 0;&lt;br /&gt;
right: 0;&lt;br /&gt;
margin-top: 0em !important;&lt;br /&gt;
padding-top: 0.25em !important;&lt;br /&gt;
overflow-y: scroll !important;&lt;br /&gt;
background: rgba(0,0,0,0);&lt;br /&gt;
padding-bottom: 0em !important;&lt;br /&gt;
min-height: 0.1em !important;&lt;br /&gt;
max-height: 0.1em !important;&lt;br /&gt;
float: left;&lt;br /&gt;
text-align: center;&lt;br /&gt;
width: 99.4%;&lt;br /&gt;
opacity:0;&lt;br /&gt;
word-wrap: normal;&lt;br /&gt;
word-break: normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable.horzmods td:last-child {&lt;br /&gt;
background: rgba(0,0,0,0.5);&lt;br /&gt;
min-height: 7em !important;&lt;br /&gt;
max-height: 7em !important;&lt;br /&gt;
width: 99.4%;&lt;br /&gt;
opacity:1;&lt;br /&gt;
margin-top: 8.7em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Wiki Table Sorting Header with Link Fix */&lt;br /&gt;
&lt;br /&gt;
th a {&lt;br /&gt;
text-decoration: none;&lt;br /&gt;
-webkit-background-clip: text;&lt;br /&gt;
-moz-background-clip: text;&lt;br /&gt;
background-clip: text;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
body {&lt;br /&gt;
    display: grid;&lt;br /&gt;
    grid-template-rows: auto auto 1fr;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-page-base {&lt;br /&gt;
    grid-row: 1;&lt;br /&gt;
    grid-column: 1/3;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-head-base {&lt;br /&gt;
    grid-row: 1;&lt;br /&gt;
    grid-column: 1/3;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#content {&lt;br /&gt;
    grid-row: 2;&lt;br /&gt;
    grid-column: 1/3;&lt;br /&gt;
    min-width: 0;&lt;br /&gt;
    width: auto;&lt;br /&gt;
    display: block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-body#content {&lt;br /&gt;
    margin-left: 10.25em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mw-navigation {&lt;br /&gt;
    grid-row: 1/4;&lt;br /&gt;
    grid-column: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
:not(.page-Main_Page) #mw-navigation #mw-panel {&lt;br /&gt;
    padding-left:0;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    top: 3.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.page-Main_Page #mw-navigation #mw-panel {&lt;br /&gt;
    padding-left:0;&lt;br /&gt;
    position: fixed;&lt;br /&gt;
    top: 3.5em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#footer {&lt;br /&gt;
    grid-row: 3;&lt;br /&gt;
    grid-column: 1/3;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable span {&lt;br /&gt;
    scroll-margin-top: 4em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#toc, .toc {&lt;br /&gt;
    margin-top: 30px;&lt;br /&gt;
    background-color: rgb(0 0 0 / 20%);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.systembox table {&lt;br /&gt;
    float:right;&lt;br /&gt;
    width:200px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.centered {&lt;br /&gt;
    text-align: center;&lt;br /&gt;
    border-style: none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Damage types */&lt;br /&gt;
.beam         { color: magenta; }&lt;br /&gt;
.energy       { color: #8E44AD; }&lt;br /&gt;
.heat         { color: orange; }&lt;br /&gt;
.physical     { color: #3498DB; }&lt;br /&gt;
.radiation    { color: lightgrey; }&lt;br /&gt;
.surgical     { color: turquoise; }&lt;br /&gt;
.mining       { color: lightgreen; }&lt;br /&gt;
.transference { color: #3F3FFF; }&lt;br /&gt;
.true         { color: #F0F05B; }&lt;br /&gt;
.bigtable tr &amp;gt; .energy       { color: #8E44AD;    border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .heat         { color: orange;     border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .physical     { color: #3498DB;    border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .radiation    { color: lightgrey;  border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .surgical     { color: turquoise;  border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .mining       { color: lightgreen; border-color: #dddddd; }&lt;br /&gt;
.bigtable tr &amp;gt; .transference { color: #3F3FFF;    border-color: #dddddd; }&lt;br /&gt;
&lt;br /&gt;
.strength {&lt;br /&gt;
    color: rgb(1,219,1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.weakness {&lt;br /&gt;
    color: rgb(219,1,1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_physical {&lt;br /&gt;
    background-color: rgba(5,6,201,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_surgical {&lt;br /&gt;
    background-color: rgba(57,179,122,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_radiation {&lt;br /&gt;
    background-color: rgba(174,172,174,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_mining {&lt;br /&gt;
    background-color: rgba(37,204,5,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_transference {&lt;br /&gt;
    background-color: rgba(96,124,174,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_heat {&lt;br /&gt;
    background-color: rgba(206,66,5,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_laser {&lt;br /&gt;
    background-color: rgba(206,49,70,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_energy {&lt;br /&gt;
    background-color: rgba(113,63,118,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.bg_weakness {&lt;br /&gt;
    background-color: rgba(219,1,1,0.5);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Item qualities */&lt;br /&gt;
.junk {&lt;br /&gt;
    color: #555555;&lt;br /&gt;
}&lt;br /&gt;
.common {&lt;br /&gt;
    color: #ffffff;&lt;br /&gt;
}&lt;br /&gt;
.uncommon {&lt;br /&gt;
    color: #40BF00;&lt;br /&gt;
}&lt;br /&gt;
.rare {&lt;br /&gt;
    color: #0080FF;&lt;br /&gt;
}&lt;br /&gt;
.exotic {&lt;br /&gt;
    color: #FF8000;&lt;br /&gt;
}&lt;br /&gt;
.artifact {&lt;br /&gt;
    color: #8000BF;&lt;br /&gt;
}&lt;br /&gt;
.exalted {&lt;br /&gt;
    color: #FF6767;&lt;br /&gt;
}&lt;br /&gt;
.legendary {&lt;br /&gt;
    color: #00FFFF;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
h1, h2, h3, h4, h5, h6 {&lt;br /&gt;
/*    overflow:auto;*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h1 {&lt;br /&gt;
    line-height:normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
h2 {&lt;br /&gt;
    padding:0.1em;&lt;br /&gt;
    line-height:normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc {&lt;br /&gt;
    min-height:25px;&lt;br /&gt;
    height:auto;&lt;br /&gt;
    max-height: 400px;&lt;br /&gt;
    width: 300px;&lt;br /&gt;
    display: block;&lt;br /&gt;
    position:relative;&lt;br /&gt;
    overflow-y:auto;&lt;br /&gt;
    overflow-x:hidden;&lt;br /&gt;
    padding:0px 5px!important;&lt;br /&gt;
    -webkit-transition: box-shadow 0.3s ease;&lt;br /&gt;
    -moz-transition: box-shadow 0.3s ease;&lt;br /&gt;
    -ms-transition: box-shadow 0.3s ease;&lt;br /&gt;
    -o-transition: box-shadow 0.3s ease;&lt;br /&gt;
    transition: box-shadow 0.3s ease;&lt;br /&gt;
    -webkit-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:height 0.3s ease-in-out;&lt;br /&gt;
    transition:height 0.3s ease-in-out;&lt;br /&gt;
    -webkit-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -webkit-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    transition:max-height 0.3s ease-in-out;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc #toctitle {&lt;br /&gt;
    left:0px;&lt;br /&gt;
    width:100%;&lt;br /&gt;
    border-bottom:1px solid #fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc.tochidden {&lt;br /&gt;
    min-height:25px;&lt;br /&gt;
    height:25px;&lt;br /&gt;
    max-height:25px;&lt;br /&gt;
    border: 1px solid #ff4500;&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #ff4500;&lt;br /&gt;
    overflow-y:hidden; /* not needed, but makes chrome instantly hide the scrollbar */&lt;br /&gt;
    -webkit-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:height 0.3s ease-in-out;&lt;br /&gt;
    transition:height 0.3s ease-in-out;&lt;br /&gt;
    -webkit-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    transition:min-height 0.3s ease-in-out;&lt;br /&gt;
    -webkit-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -moz-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -ms-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    -o-transition:max-height 0.3s ease-in-out;&lt;br /&gt;
    transition:max-height 0.3s ease-in-out;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.toc &amp;gt; tbody &amp;gt; tr &amp;gt; td &amp;gt; ul {&lt;br /&gt;
    margin-top: 30px!important;&lt;br /&gt;
    opacity:1;&lt;br /&gt;
    visibility:visible;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.tochidden &amp;gt; tbody &amp;gt; tr &amp;gt; td &amp;gt; ul {&lt;br /&gt;
    margin-top: 0px;&lt;br /&gt;
    opacity:0;&lt;br /&gt;
    visibility:hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.editsection, #p-captions ul li a {&lt;br /&gt;
    margin-left: 5px!important;&lt;br /&gt;
    color: #fff!important;&lt;br /&gt;
    background: rgba(0,0,0,0.6)!important;&lt;br /&gt;
    border-radius: 5px!important;&lt;br /&gt;
    padding: 2px!important;&lt;br /&gt;
    margin: 10px!important;&lt;br /&gt;
    top: -1px!important;&lt;br /&gt;
    left: -1px!important;&lt;br /&gt;
    position: relative!important;&lt;br /&gt;
    box-shadow: 1px 1px 1px 1px #000!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.editsection:hover, #p-captions ul li a:hover {&lt;br /&gt;
    color: #7af5ff99!important;&lt;br /&gt;
    top:0px!important;&lt;br /&gt;
    left:0px!important;&lt;br /&gt;
    -webkit-transition:all .3s!important;&lt;br /&gt;
    transition:all .3s!important;&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #7af5ff99!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-captions li.selected ul a {&lt;br /&gt;
    color: #7af5ff99!important;&lt;br /&gt;
    background-color:rgba(255,255,255,0.2)!important;&lt;br /&gt;
    top:0px!important;&lt;br /&gt;
    left:0px!important;&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #7af5ff99!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.editsection a {&lt;br /&gt;
   color:#fff;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.editsection a:hover {&lt;br /&gt;
   color:#7af5ff99;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table, .wrapper {&lt;br /&gt;
    font-size: 100%;&lt;br /&gt;
    border: 0px;&lt;br /&gt;
    border-radius: 5px;&lt;br /&gt;
    padding: 5px;&lt;br /&gt;
    margin: 5px;&lt;br /&gt;
    background: rgba(0,0,0,0.6);&lt;br /&gt;
    border-color: #7af5ff99;&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #7af5ff99;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mainpage table {&lt;br /&gt;
    font-size: 100%;&lt;br /&gt;
    border: 0px;&lt;br /&gt;
    border-radius: 0px;&lt;br /&gt;
    padding: 0px;&lt;br /&gt;
    margin: 0px;&lt;br /&gt;
    background: rgba(0,0,0,0);&lt;br /&gt;
    border-color: #000;&lt;br /&gt;
    box-shadow: 0px 0px 0px 0px #000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.navbox {&lt;br /&gt;
    font-size: 100%;&lt;br /&gt;
    border: 0px;&lt;br /&gt;
    border-radius: 0px;&lt;br /&gt;
    padding: 0px;&lt;br /&gt;
    margin: 0px;&lt;br /&gt;
    background: rgba(0,0,0,0);&lt;br /&gt;
    border-color: none;&lt;br /&gt;
    box-shadow: 0px 0px 0px 0px #000;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.navbox {&lt;br /&gt;
    float:left;&lt;br /&gt;
    width:80%!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mainpage table.navbox {&lt;br /&gt;
    float:none;&lt;br /&gt;
    width:100%!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
mw-content-ltr table tbody tr td b, mw-content-ltr table td.navbox-group, table td.navbox-list {&lt;br /&gt;
    color: #ffaf31!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body h2 {&lt;br /&gt;
    font-size: 2em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable {&lt;br /&gt;
    max-width: 100%;&lt;br /&gt;
    table-layout: auto;&lt;br /&gt;
    background-color: black !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable th, .wikitable td {&lt;br /&gt;
    border: 1px #aaa solid;&lt;br /&gt;
    border-collapse: collapse;&lt;br /&gt;
    /* padding: 0px, 1px; */&lt;br /&gt;
    /* padding: 0px, 0.2em; */&lt;br /&gt;
    padding-left: 0 !important;&lt;br /&gt;
    padding-right: 0 !important;&lt;br /&gt;
    min-width: 2.5% !important;&lt;br /&gt;
    padding-top: 0.2em !important;&lt;br /&gt;
    padding-bottom: 0.2em !important;&lt;br /&gt;
    /*top: -1px;&lt;br /&gt;
    left: -1px;&lt;br /&gt;
    position: relative;*/&lt;br /&gt;
    /*box-shadow:1px 1px 1px 1px #000;*/&lt;br /&gt;
    overflow:auto!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable td:last-child {&lt;br /&gt;
    min-width: 10% !important;&lt;br /&gt;
    display: table-cell;&lt;br /&gt;
    min-height: 10em;&lt;br /&gt;
    max-height: 10em;&lt;br /&gt;
    padding-left: 0.2em !important;&lt;br /&gt;
    padding-right: 0.2em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable th {&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    top:-1px;&lt;br /&gt;
    background-color:black !important;&lt;br /&gt;
    background-clip: padding-box;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable th:hover, .wikitable td:hover {&lt;br /&gt;
    border: 1px #aaa solid;&lt;br /&gt;
    padding: 0px, 0.2em;&lt;br /&gt;
    /*top: 0px;&lt;br /&gt;
    left: 0px;&lt;br /&gt;
    position: relative;*/&lt;br /&gt;
    /*-webkit-transition:all .3s;&lt;br /&gt;
    transition:all .3s!important;&lt;br /&gt;
    background: rgba(255,255,255,0.2);&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #ffaf31;*/&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wikitable tr:hover {&lt;br /&gt;
    background: rgba(255,255,255,0.1);&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Shipboxes */&lt;br /&gt;
&lt;br /&gt;
.cloakbox table, .shipbox table {&lt;br /&gt;
    margin-right:20px!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.shipbox table td img {&lt;br /&gt;
    height:100%;&lt;br /&gt;
    width:auto;&lt;br /&gt;
    max-width: 30em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox table {&lt;br /&gt;
font-size: 100%;&lt;br /&gt;
border: 0px;&lt;br /&gt;
border-radius: 5px;&lt;br /&gt;
padding: 5px;&lt;br /&gt;
margin: 5px;&lt;br /&gt;
background: rgba(0,0,0,0.6);&lt;br /&gt;
border-color: #7af5ff99;&lt;br /&gt;
box-shadow: 0px 0px 3px 3px #7af5ff99;&lt;br /&gt;
float: none;&lt;br /&gt;
width: 700px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox .missionhover {&lt;br /&gt;
    height:100px;&lt;br /&gt;
    overflow:hidden;&lt;br /&gt;
    padding:20px;&lt;br /&gt;
    opacity:0.5;&lt;br /&gt;
    -webkit-box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    -webkit-transition: all .3s ease!important;&lt;br /&gt;
    -moz-transition: all .3s ease!important;&lt;br /&gt;
    -ms-transition: all .3s ease!important;&lt;br /&gt;
    -o-transition: all .3s ease!important;&lt;br /&gt;
    transition: all .3s ease!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox .missionhover:hover {&lt;br /&gt;
    height:300px;&lt;br /&gt;
    box-shadow:none;&lt;br /&gt;
    overflow-y:scroll;&lt;br /&gt;
    opacity:1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox2 table {&lt;br /&gt;
font-size: 100%;&lt;br /&gt;
border: 0px;&lt;br /&gt;
border-radius: 5px;&lt;br /&gt;
padding: 5px;&lt;br /&gt;
margin: 5px 5px 10px 10px;&lt;br /&gt;
background: rgba(0,0,0,0.6);&lt;br /&gt;
border-color: #7af5ff99;&lt;br /&gt;
box-shadow: 0px 0px 3px 3px #7af5ff99;&lt;br /&gt;
width: 45em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox2 .missionhover {&lt;br /&gt;
    height:100px;&lt;br /&gt;
    overflow:hidden;&lt;br /&gt;
    padding:20px;&lt;br /&gt;
    opacity:0.5;&lt;br /&gt;
    -webkit-box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    -webkit-transition: all .3s ease!important;&lt;br /&gt;
    -moz-transition: all .3s ease!important;&lt;br /&gt;
    -ms-transition: all .3s ease!important;&lt;br /&gt;
    -o-transition: all .3s ease!important;&lt;br /&gt;
    transition: all .3s ease!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.missionbox2 .missionhover:hover {&lt;br /&gt;
    height:300px;&lt;br /&gt;
    box-shadow:none;&lt;br /&gt;
    overflow-y:scroll;&lt;br /&gt;
    opacity:1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.teambox table {&lt;br /&gt;
    float:none;&lt;br /&gt;
    margin-left:auto;&lt;br /&gt;
    margin-right:auto;&lt;br /&gt;
    width:1000px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.teambox .listing a {&lt;br /&gt;
    display:block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.teambox .flag {&lt;br /&gt;
    float:right;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.teambox pre {&lt;br /&gt;
    border:none;&lt;br /&gt;
    color:#fff;&lt;br /&gt;
    background-color:transparent;&lt;br /&gt;
    line-height:normal;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.teambox h1, h2, h3 {&lt;br /&gt;
    padding:10px;&lt;br /&gt;
    margin-bottom:0px;&lt;br /&gt;
    border-bottom:none;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.expandable {&lt;br /&gt;
    max-height:50px;&lt;br /&gt;
    overflow:hidden;&lt;br /&gt;
    opacity:0.5;&lt;br /&gt;
    padding:5px;&lt;br /&gt;
    border:1px solid #7af5ff99;&lt;br /&gt;
    border-radius:5px;&lt;br /&gt;
    -webkit-box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    box-shadow:inset 0 1px 5px 1px rgba(155,155,155,1);&lt;br /&gt;
    -webkit-transition: all .3s ease;&lt;br /&gt;
    -moz-transition: all .3s ease;&lt;br /&gt;
    -ms-transition: all .3s ease;&lt;br /&gt;
    -o-transition: all .3s ease;&lt;br /&gt;
    transition: all .3s ease;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.expandable:hover {&lt;br /&gt;
    max-height:300px;&lt;br /&gt;
    overflow-y:scroll;&lt;br /&gt;
    box-shadow:none;&lt;br /&gt;
    opacity:1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.blueprintbox table {&lt;br /&gt;
    float:none!important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#mainpageannouncment h6 {&lt;br /&gt;
    border-radius:5px;&lt;br /&gt;
    font-size:22px;&lt;br /&gt;
    padding:15px;&lt;br /&gt;
    margin:5px;&lt;br /&gt;
    margin-left: 5px;&lt;br /&gt;
    color: #fff;&lt;br /&gt;
    background: rgba(0,0,0,0.6);&lt;br /&gt;
    position: relative;&lt;br /&gt;
    box-shadow: 1px 1px 1px 1px #000;&lt;br /&gt;
    line-height:30px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
table.diff, td.diff-otitle, td.diff-ntitle {&lt;br /&gt;
  background-color:#000;&lt;br /&gt;
}&lt;br /&gt;
td.diff-context,td.diff-deletedline,td.diff-addedline {&lt;br /&gt;
  background-color:#555;&lt;br /&gt;
}&lt;br /&gt;
td.diff-deletedline {&lt;br /&gt;
  color:#f55;&lt;br /&gt;
}&lt;br /&gt;
td.diff-addedline {&lt;br /&gt;
  color:#afa;&lt;br /&gt;
}&lt;br /&gt;
td.diff-addedline .diffchange {&lt;br /&gt;
  color: black;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/*Ships Page-Specific CSS*/&lt;br /&gt;
&lt;br /&gt;
body.page-TCGM_Sandbox .shipbox table {&lt;br /&gt;
    height:100px;&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:100%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
body.page-TCGM_Sandbox .shipbox tr, body.page-TCGM_Sandbox .shipbox td,  body.page-TCGM_Sandbox .shipbox tbody {&lt;br /&gt;
    display:block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
/* Class Page-Specific CSS */&lt;br /&gt;
.skill-table .skill-cell {&lt;br /&gt;
    position:relative; &lt;br /&gt;
    width:33%;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .skill-cell img {&lt;br /&gt;
    z-index:99;&lt;br /&gt;
    position:relative&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table pre {&lt;br /&gt;
    padding: 0.5em;&lt;br /&gt;
    border: none;&lt;br /&gt;
    color: #fdfdfd;&lt;br /&gt;
    background-color: rgba(36,46,49,0.7);&lt;br /&gt;
    line-height: 1.1em;&lt;br /&gt;
    position:relative;&lt;br /&gt;
    z-index:99;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .header {&lt;br /&gt;
    font-weight:bold; &lt;br /&gt;
    font-size:1.1em;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .glyph-left {&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:15px;&lt;br /&gt;
    height:15px;&lt;br /&gt;
    background-color:#082935;&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:0;&lt;br /&gt;
    left:50%;&lt;br /&gt;
    margin-left:-52px;&lt;br /&gt;
    margin-top:31px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .connector-right {&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:100%;&lt;br /&gt;
    height:5px;&lt;br /&gt;
    background-color:#082935;&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:4px;&lt;br /&gt;
    left:50%;&lt;br /&gt;
    margin-top:31px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .connector-down {&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:5px;&lt;br /&gt;
    height:100%;&lt;br /&gt;
    background-color:#082935;&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:0%;&lt;br /&gt;
    left:50%;&lt;br /&gt;
    margin-top:31px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.skill-table .glyph-top {&lt;br /&gt;
    display:block;&lt;br /&gt;
    width:15px;&lt;br /&gt;
    height:15px;&lt;br /&gt;
    background-color:#082935;&lt;br /&gt;
    position:absolute;&lt;br /&gt;
    top:0;&lt;br /&gt;
    left:50%;&lt;br /&gt;
    margin-left:-5px;&lt;br /&gt;
    margin-top:-14px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-table .skill-cell span {&lt;br /&gt;
    float:left &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.skill-table td {&lt;br /&gt;
    vertical-align: top;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.skill-cell pre::after { &lt;br /&gt;
   content: &amp;quot; &amp;quot;;&lt;br /&gt;
   display: block; &lt;br /&gt;
   height: 0; &lt;br /&gt;
   clear: both;&lt;br /&gt;
   *zoom: expression( this.runtimeStyle['zoom'] = '1', this.innerHTML += '&amp;lt;div class=&amp;quot;ie7-clear&amp;quot;&amp;gt;&amp;lt;/div&amp;gt;' );&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.ie7-clear {&lt;br /&gt;
    display: block;&lt;br /&gt;
    clear: both;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skills-wrapper {&lt;br /&gt;
    display:inline-block; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skills td {&lt;br /&gt;
    padding-left:5px&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skills td.icon {&lt;br /&gt;
    padding-left:0px&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
.adv-skills td.name {&lt;br /&gt;
    font-weight:bold; &lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skills .icon img {&lt;br /&gt;
    width: 50px;&lt;br /&gt;
    height: 50px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skills td {&lt;br /&gt;
     border-bottom: 1px solid #212121;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skill-legend &amp;gt; div {&lt;br /&gt;
    margin:0px 10px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skill-legend div {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.adv-skill-legend .adv-skill-glyph {&lt;br /&gt;
    width:11px;&lt;br /&gt;
    height:11px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/* Item Template CSS */&lt;br /&gt;
&lt;br /&gt;
.itemWrapper, .weaponWrapper {&lt;br /&gt;
    line-height:18px;&lt;br /&gt;
    font-size:18px;&lt;br /&gt;
    border: 1px solid #7af5ff99;&lt;br /&gt;
    border-radius: 0px;&lt;br /&gt;
    padding: 10px;&lt;br /&gt;
    background: rgba(0,0,0,0.6);&lt;br /&gt;
    box-shadow: 1px 1px 1px 1px #333;&lt;br /&gt;
    float: none;&lt;br /&gt;
    min-width: 150px;&lt;br /&gt;
    min-height: 300px;&lt;br /&gt;
    max-width:300px;&lt;br /&gt;
    max-height:400px;&lt;br /&gt;
    overflow-y:scroll;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.weaponWrapper {&lt;br /&gt;
    max-width:400px;&lt;br /&gt;
    max-height:600px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.itemName {&lt;br /&gt;
    margin-left:auto;&lt;br /&gt;
    margin-right:auto;&lt;br /&gt;
    text-align:center;&lt;br /&gt;
    height:80px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.itemStatsWrapper div div, .weaponStatsWrapper div div {&lt;br /&gt;
   display:inline-block;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.weaponWrapper .itemWrapper {&lt;br /&gt;
    border:0px;&lt;br /&gt;
    padding:0px;&lt;br /&gt;
    background:transparent;&lt;br /&gt;
    box-shadow:none;&lt;br /&gt;
    min-width: 0px;&lt;br /&gt;
    min-height: 0px;&lt;br /&gt;
    overflow-y:visible;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.itemIconWrapper {&lt;br /&gt;
    float: left;&lt;br /&gt;
    margin: 10px;&lt;br /&gt;
    margin-bottom:0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.itemIconWrapper img {&lt;br /&gt;
    width:64px;&lt;br /&gt;
    height:64px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.scroll-box {&lt;br /&gt;
    margin-left:260px;&lt;br /&gt;
    overflow-x:scroll;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wide-table td:first-child {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    width: 250px;&lt;br /&gt;
    top: auto;&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
    height: 20px;&lt;br /&gt;
    margin-left: 0px;&lt;br /&gt;
    border-left: none;&lt;br /&gt;
    border-right: none;&lt;br /&gt;
    border-bottom: none;&lt;br /&gt;
    left: 0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.wide-table th:first-child {&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    width: 233px;&lt;br /&gt;
    top: auto;&lt;br /&gt;
    border-top-width: 1px;&lt;br /&gt;
    margin-top: -1px;&lt;br /&gt;
    overflow: hidden;&lt;br /&gt;
    height: 100%;&lt;br /&gt;
    box-shadow: 0px 0px 3px 3px #7af5ff99;&lt;br /&gt;
    background: rgba(0,0,0,0.6);&lt;br /&gt;
    left: 0px;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
.mw-content-ltr {&lt;br /&gt;
position:relative;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
#p-logo {&lt;br /&gt;
    visibility: hidden;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Simplified formatting for the large main tables */&lt;br /&gt;
.bigtable {&lt;br /&gt;
    padding: 0px;&lt;br /&gt;
    margin-left: 0px;&lt;br /&gt;
    color: #dddddd;&lt;br /&gt;
    background-color: black;&lt;br /&gt;
    border: 1px solid #aaa;&lt;br /&gt;
    text-align: center;&lt;br /&gt;
}&lt;br /&gt;
/* Fix linking behavior with sticky header */&lt;br /&gt;
.bigtable &amp;gt; thead &amp;gt; tr {&lt;br /&gt;
    height: 4em;&lt;br /&gt;
}&lt;br /&gt;
.bigtable tr {&lt;br /&gt;
    position: relative;&lt;br /&gt;
}&lt;br /&gt;
.bigtable span:empty {&lt;br /&gt;
    scroll-margin-top: 4em;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
}&lt;br /&gt;
/* De-duplicate borders (border-collapse can't be used because of the sticky header) */&lt;br /&gt;
.bigtable tr &amp;gt; :not(:first-child) {&lt;br /&gt;
    border-left: none;&lt;br /&gt;
}&lt;br /&gt;
.bigtable td {&lt;br /&gt;
    border-top: none;&lt;br /&gt;
}&lt;br /&gt;
/* Sticky header (z-index is required to draw over relative positioned elements) */&lt;br /&gt;
.bigtable th {&lt;br /&gt;
    background-image: none !important;&lt;br /&gt;
    background-color: black;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
}&lt;br /&gt;
/* Reduce cell padding to make table narrower */&lt;br /&gt;
.bigtable th, .bigtable td {&lt;br /&gt;
    padding-left: 2px !important;&lt;br /&gt;
    padding-right: 2px !important;&lt;br /&gt;
}&lt;br /&gt;
/* Highlight current row */&lt;br /&gt;
.bigtable tr:hover {&lt;br /&gt;
    background-color:#222222&lt;br /&gt;
}&lt;br /&gt;
/* Make &amp;lt;pre&amp;gt;s behave */&lt;br /&gt;
.bigtable pre {&lt;br /&gt;
    color: #dddddd;&lt;br /&gt;
    background-color: #00000000;&lt;br /&gt;
    margin: 0;&lt;br /&gt;
    padding: 0;&lt;br /&gt;
    border: 0;&lt;br /&gt;
}&lt;br /&gt;
/* Shorthand coloring for certain tables */&lt;br /&gt;
.bigtable .good {&lt;br /&gt;
    color: #00b050;&lt;br /&gt;
    border-color: #aaa;&lt;br /&gt;
}&lt;br /&gt;
.bigtable .mid {&lt;br /&gt;
    color: #f0d000;&lt;br /&gt;
    border-color: #aaa;&lt;br /&gt;
}&lt;br /&gt;
.bigtable .bad {&lt;br /&gt;
    color: #ff0000;&lt;br /&gt;
    border-color: #aaa;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Double stacked floating headers */&lt;br /&gt;
.bigtable.doubleheader tr:nth-child(2) &amp;gt; th {&lt;br /&gt;
    top:2em !important;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Sticky name columns for very very wide tables */&lt;br /&gt;
.bigtable.stickyname tr &amp;gt; :first-child {&lt;br /&gt;
    position:sticky;&lt;br /&gt;
    left:0px;&lt;br /&gt;
    background-color:black;&lt;br /&gt;
}&lt;br /&gt;
.bigtable.stickyname tr &amp;gt; th:first-child {&lt;br /&gt;
    z-index:2;&lt;br /&gt;
}&lt;br /&gt;
.bigtable.stickyname tr:hover &amp;gt; td:first-child{&lt;br /&gt;
    background-color:#222222&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Classes to left justify certain columns */&lt;br /&gt;
table.col-1-left td:nth-child(1) { text-align: left; }&lt;br /&gt;
table.col-2-left td:nth-child(2) { text-align: left; }&lt;br /&gt;
table.col-3-left td:nth-child(3) { text-align: left; }&lt;br /&gt;
table.col-4-left td:nth-child(4) { text-align: left; }&lt;br /&gt;
table.col-5-left td:nth-child(5) { text-align: left; }&lt;br /&gt;
table.col-6-left td:nth-child(6) { text-align: left; }&lt;br /&gt;
table.col-7-left td:nth-child(7) { text-align: left; }&lt;br /&gt;
table.col-8-left td:nth-child(8) { text-align: left; }&lt;br /&gt;
table.col-9-left td:nth-child(9) { text-align: left; }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Floating table labels for very large tables */&lt;br /&gt;
.floating-table-label {&lt;br /&gt;
    display: grid;&lt;br /&gt;
}&lt;br /&gt;
.floating-table-label &amp;gt; div {&lt;br /&gt;
    grid-row: 1;&lt;br /&gt;
    grid-column: 1;&lt;br /&gt;
    margin-top: 1em;&lt;br /&gt;
    margin-bottom: 1em;&lt;br /&gt;
    margin-left: -2em;&lt;br /&gt;
}&lt;br /&gt;
.floating-table-label &amp;gt; div &amp;gt; div {&lt;br /&gt;
    writing-mode: vertical-lr;&lt;br /&gt;
    /* transform: rotate(180deg); */&lt;br /&gt;
    font-weight: bold;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    top: 1em;&lt;br /&gt;
}&lt;br /&gt;
.floating-table-label &amp;gt; div &amp;gt; div img {&lt;br /&gt;
    -webkit-padding-after: 8px;&lt;br /&gt;
}&lt;br /&gt;
.floating-table-label &amp;gt; table {&lt;br /&gt;
    grid-row: 1;&lt;br /&gt;
    grid-column: 1;&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Slightly greyout out size and weight in main tables */&lt;br /&gt;
.page-Capacitorsn.page-Cloaks .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Diffusers               .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Electron_Clouds         .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Energies                .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Engines                 .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Envelopments            .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Fighter_Bays            .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Gravometric_Disruptors  .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Hull_Extensions         .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Item_Generators         .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Lighthouses             .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Missile_Launchers       .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Radars                  .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Scoops                  .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Shield_Chargers         .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Shields                 .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Solar_Panels            .bigtable td:nth-child(3) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Capacitors              .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Cloaks                  .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Diffusers               .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Electron_Clouds         .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Energies                .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Engines                 .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Envelopments            .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Fighter_Bays            .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Gravometric_Disruptors  .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Hull_Extensions         .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Item_Generators         .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Lighthouses             .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Missile_Launchers       .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Radars                  .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Scoops                  .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Shield_Chargers         .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Shields                 .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
.page-Solar_Panels            .bigtable td:nth-child(4) { color: #999999; border-color: #dddddd; }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Supers Items table specific styling */&lt;br /&gt;
.page-Super_Items .bigtable td:nth-child(3) div {&lt;br /&gt;
    color: #7af5ff;&lt;br /&gt;
}&lt;br /&gt;
.page-Super_Items .bigtable td:nth-child(3) pre {&lt;br /&gt;
    font-family: inherit&lt;br /&gt;
}&lt;br /&gt;
.page-Super_Items .bigtable td:nth-child(3) span {&lt;br /&gt;
    color: #7aff84&lt;br /&gt;
}&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Ships table specific styling */&lt;br /&gt;
.page-Ships .bigtable thead {&lt;br /&gt;
    top: 0px;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
}&lt;br /&gt;
.page-Ships .bigtable thead tr {&lt;br /&gt;
    height: 10em !important;&lt;br /&gt;
    border-bottom: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Ships .bigtable tr {&lt;br /&gt;
    display:grid;&lt;br /&gt;
    grid-template-columns: 132px 6em 6em 10em 4em 4em 4em 4em 4em 4em 4em 4em 1fr 8em 8em;&lt;br /&gt;
    grid-template-rows: 0fr 0fr 0fr 1fr;&lt;br /&gt;
}&lt;br /&gt;
.page-Ships .bigtable tbody tr:not(:first-child) {&lt;br /&gt;
    border-top: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Ships .bigtable th &amp;gt; span {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    height: 100%;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
.page-Ships .bigtable span:empty {&lt;br /&gt;
    scroll-margin-top: 10em;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
}&lt;br /&gt;
/* Visual reference */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(1) {  grid-row: 1/5; grid-column: 1; overflow: hidden; }&lt;br /&gt;
/* Name */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(2) {  grid-row: 1;   grid-column: 3/5; }&lt;br /&gt;
/* Tech, Hull, Max Speed, Augs, Weps, Size, Weight */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(3) {  grid-row: 2;   grid-column: 2; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(4) {  grid-row: 3;   grid-column: 2; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(5) {  grid-row: 4;   grid-column: 2; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(6) {  grid-row: 2;   grid-column: 3; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(7) {  grid-row: 3;   grid-column: 3; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(8) {  grid-row: 4;   grid-column: 3; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(9) {  grid-row: 2;   grid-column: 4; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(3)::before { color: #999999; content: 'Tech:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(4)::before { color: #999999; content: 'Hull:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(5)::before { color: #999999; content: 'Speed:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(6)::before { color: #999999; content: 'Augs:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(7)::before { color: #999999; content: 'Weps:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(8)::before { color: #999999; content: 'Size:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(9)::before { color: #999999; content: 'Weight:'; }&lt;br /&gt;
/* Resists */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(10) { grid-row: 1;   grid-column: 5; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(11) { grid-row: 1;   grid-column: 6; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(12) { grid-row: 1;   grid-column: 7; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(13) { grid-row: 1;   grid-column: 8; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(14) { grid-row: 1;   grid-column: 9; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(15) { grid-row: 1;   grid-column: 10; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(16) { grid-row: 1;   grid-column: 11; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(17) { grid-row: 1;   grid-column: 12; border-right: none; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(10) &amp;gt; * { color: magenta; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(11) &amp;gt; * { color: #8E44AD; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(12) &amp;gt; * { color: orange; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(13) &amp;gt; * { color: #3498DB; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(14) &amp;gt; * { color: lightgrey; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(15) &amp;gt; * { color: turquoise; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(16) &amp;gt; * { color: lightgreen; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(17) &amp;gt; * { color: #3F3FFF; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(10) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/2/2a/Laser-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(11) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(12) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(13) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(14) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(15) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(16) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(17) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;br /&gt;
/* Vis, Reflect */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(18) { grid-row: 3;   grid-column: 4; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(19) { grid-row: 4;   grid-column: 4; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(18)::before { color: #999999; content: 'Vis:'; }&lt;br /&gt;
.page-Ships .bigtable td:nth-child(19)::before { color: #999999; content: 'Reflect:'; }&lt;br /&gt;
/* Mods */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(20) { grid-row: 2/5; grid-column: 5/14; }&lt;br /&gt;
/* Qualities */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(21) { grid-row: 1;   grid-column: 2; border-color: #dddddd; }&lt;br /&gt;
/* Blank to make header behave */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(22) { grid-row: 1;   grid-column: 13; }&lt;br /&gt;
/* Source, description */&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(23) {  grid-row: 1/5; grid-column: 14; }&lt;br /&gt;
.page-Ships .bigtable tr &amp;gt; :nth-child(24) {  grid-row: 1/5; grid-column: 15; }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Fighters table specific styling */&lt;br /&gt;
.page-Fighters .bigtable thead {&lt;br /&gt;
    top: 0px;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
}&lt;br /&gt;
.page-Fighters .bigtable thead tr {&lt;br /&gt;
    height: 10em !important;&lt;br /&gt;
    border-bottom: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Fighters .bigtable tr {&lt;br /&gt;
    display:grid;&lt;br /&gt;
    grid-template-columns: 132px 4em 4em 4em 4em 4em 4em 4em 4em 6em 14em 4em 4em 4em 8em 1fr;&lt;br /&gt;
}&lt;br /&gt;
.page-Fighters .bigtable tbody tr:not(:first-child) {&lt;br /&gt;
    border-top: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Fighters .bigtable th &amp;gt; span {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    height: 100%;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
.page-Fighters .bigtable span:empty {&lt;br /&gt;
    scroll-margin-top: 10em;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
}&lt;br /&gt;
/* Visual reference */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(1) {  grid-row: 1/7; grid-column: 1; overflow: hidden; }&lt;br /&gt;
/* Name, Tech, Size, Weight, Energy, Speed, distance, Shield Bank, Shield Regen */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(2) {  grid-row: 1;   grid-column: 2/6; border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(3) {  grid-row: 1;   grid-column: 6/8; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(4) {  grid-row: 1;   grid-column: 8/10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(5) {  grid-row: 2;   grid-column: 2/4; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(6) {  grid-row: 3;   grid-column: 2/4; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(7) {  grid-row: 2;   grid-column: 4/6; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(8) {  grid-row: 3;   grid-column: 4/6; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(9) {  grid-row: 2;   grid-column: 6/10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(10) { grid-row: 3;   grid-column: 6/10; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(3)::before { color: #999999; content: 'Tech:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(4)::before { color: #999999; content: 'Size:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(5)::before { color: #999999; content: 'Weight:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(6)::before { color: #999999; content: 'Energy:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(7)::before { color: #999999; content: 'Max Speed:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(8)::before { color: #999999; content: 'Max Dist:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(9)::before { color: #999999; content: 'Shield Bank:'; }&lt;br /&gt;
.page-Fighters .bigtable td:nth-child(10)::before { color: #999999; content: 'Shield Regen:'; }&lt;br /&gt;
/* Resists */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(11) { grid-row: 4/7; grid-column: 2; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(12) { grid-row: 4/7; grid-column: 3; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(13) { grid-row: 4/7; grid-column: 4; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(14) { grid-row: 4/7; grid-column: 5; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(15) { grid-row: 4/7; grid-column: 6; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(16) { grid-row: 4/7; grid-column: 7; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(17) { grid-row: 4/7; grid-column: 8; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(18) { grid-row: 4/7; grid-column: 9; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(11) &amp;gt; * { color: magenta; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(12) &amp;gt; * { color: #8E44AD; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(13) &amp;gt; * { color: orange; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(14) &amp;gt; * { color: #3498DB; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(15) &amp;gt; * { color: lightgrey; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(16) &amp;gt; * { color: turquoise; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(17) &amp;gt; * { color: lightgreen; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(18) &amp;gt; * { color: #3F3FFF; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(11) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/2/2a/Laser-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(12) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(13) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(14) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(15) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(16) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(17) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(18) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;br /&gt;
/* Source, Description, Filler Box */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(19) {  grid-row: 1/7; grid-column: 15; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(20) {  grid-row: 1/7; grid-column: 16; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(21) {  grid-row: 1/7; grid-column: 10/15; }&lt;br /&gt;
/* Weapon 1 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(22) {  grid-row: 1;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(23) {  grid-row: 1;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(24) {  grid-row: 1;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(25) {  grid-row: 1;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(26) {  grid-row: 1;   grid-column: 14; }&lt;br /&gt;
/* Weapon 2 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(27) {  grid-row: 2;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(28) {  grid-row: 2;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(29) {  grid-row: 2;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(30) {  grid-row: 2;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(31) {  grid-row: 2;   grid-column: 14; }&lt;br /&gt;
/* Weapon 3 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(32) {  grid-row: 3;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(33) {  grid-row: 3;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(34) {  grid-row: 3;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(35) {  grid-row: 3;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(36) {  grid-row: 3;   grid-column: 14; }&lt;br /&gt;
/* Weapon 4 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(37) {  grid-row: 4;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(38) {  grid-row: 4;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(39) {  grid-row: 4;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(40) {  grid-row: 4;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(41) {  grid-row: 4;   grid-column: 14; }&lt;br /&gt;
/* Weapon 5 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(42) {  grid-row: 5;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(43) {  grid-row: 5;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(44) {  grid-row: 5;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(45) {  grid-row: 5;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(46) {  grid-row: 5;   grid-column: 14; }&lt;br /&gt;
/* Weapon 6 */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(47) {  grid-row: 6;   grid-column: 10; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(48) {  grid-row: 6;   grid-column: 11; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(49) {  grid-row: 6;   grid-column: 12; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(50) {  grid-row: 6;   grid-column: 13; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; :nth-child(51) {  grid-row: 6;   grid-column: 14; }&lt;br /&gt;
/* Weapon type classes */&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .energy    + td { color: #8E44AD;    border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .heat      + td { color: orange;     border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .physical  + td { color: #3498DB;    border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .radiation + td { color: lightgrey;  border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .surgical  + td { color: turquoise;  border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .mining    + td { color: lightgreen; border-color: #dddddd; }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .energy::before {    content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .heat::before {      content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .physical::before {  content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .radiation::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .surgical::before {  content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Fighters .bigtable tr &amp;gt; .mining::before {    content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Diffusers table specific styling */&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(5)  &amp;gt; * { color: magenta; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(6)  &amp;gt; * { color: #8E44AD; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(7)  &amp;gt; * { color: orange; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(8)  &amp;gt; * { color: #3498DB; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(9)  &amp;gt; * { color: lightgrey; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(10) &amp;gt; * { color: turquoise; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(11) &amp;gt; * { color: lightgreen; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; :nth-child(12) &amp;gt; * { color: #1f1fff; }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(5)  &amp;gt; *:not(:empty)::before { content: url(/wiki/images/2/2a/Laser-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(6)  &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(7)  &amp;gt; *:not(:empty)::before { content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(8)  &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(9)  &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(10) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(11) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Diffusers .bigtable.color tr &amp;gt; th:nth-child(12) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Drones table specific styling */&lt;br /&gt;
.page-Drones .bigtable.tempdrones thead {&lt;br /&gt;
    top: 0px;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
}&lt;br /&gt;
.page-Drones .bigtable.tempdrones thead tr {&lt;br /&gt;
    height: 10em !important;&lt;br /&gt;
    border-bottom: solid #dddddd 1px;&lt;br /&gt;
}&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr {&lt;br /&gt;
    display:grid;&lt;br /&gt;
    grid-template-columns: 132px 4em 4em 4em 4em 4em 4em 4em 4em 8em 1fr 1fr 1fr 6em 1fr 4em 4em 4em 2fr 4em 4em 4em 4em 4em 4em;&lt;br /&gt;
}&lt;br /&gt;
.page-Drones .bigtable.tempdrones tbody tr:not(:first-child) {&lt;br /&gt;
    border-top: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Drones .bigtable.tempdrones th &amp;gt; span {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    height: 100%;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
.page-Drones .bigtable.tempdrones span:empty {&lt;br /&gt;
    scroll-margin-top: 10em;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
}&lt;br /&gt;
/* Visual reference */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(1) {  grid-row: 1/13; grid-column: 1; overflow: hidden; }&lt;br /&gt;
/* Name, Tech, Size, Weight, Energy, Speed, distance, Shield Bank, Shield Regen */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(2) {  grid-row: 1;   grid-column: 2/6; border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(3) {  grid-row: 1;   grid-column: 6/8; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(4) {  grid-row: 1;   grid-column: 8/10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(5) {  grid-row: 1;   grid-column: 10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(6) {  grid-row: 2;   grid-column: 2/4; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(7) {  grid-row: 3;   grid-column: 2/4; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(8) {  grid-row: 2;   grid-column: 4/6; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(9) {  grid-row: 3;   grid-column: 4/6; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(10) { grid-row: 2;   grid-column: 6/8; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(11) { grid-row: 3;   grid-column: 6/8; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(12) { grid-row: 2;   grid-column: 8/10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(13) { grid-row: 3;   grid-column: 8/10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(14) { grid-row: 2;   grid-column: 10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(15) { grid-row: 3;   grid-column: 10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(16) { grid-row: 4/13;grid-column: 10; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(3)::before { color: #999999; content: 'Tech:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(4)::before { color: #999999; content: 'Size:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(5)::before { color: #999999; content: 'Vis:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(6)::before { color: #999999; content: 'Weight:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(7)::before { color: #999999; content: 'Elec:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(8)::before { color: #999999; content: 'Ch Elec:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(9)::before { color: #999999; content: 'Ch Time:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(10)::before { color: #999999; content: 'E Bank:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(11)::before { color: #999999; content: 'E Reg:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(12)::before { color: #999999; content: 'S Bank:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(13)::before { color: #999999; content: 'S Reg:'; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones td:nth-child(14)::before { color: #999999; content: 'Lifespan:'; }&lt;br /&gt;
.page-Drones .bigtable.mobiledrones td:nth-child(15)::before { color: #999999; content: 'Speed:'; }&lt;br /&gt;
.page-Drones .bigtable.mobiledrones td:nth-child(16)::before { color: #999999; content: 'W Wake:'; }&lt;br /&gt;
/* Resists */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(17) { grid-row: 4/13;grid-column: 2; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(18) { grid-row: 4/13;grid-column: 3; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(19) { grid-row: 4/13;grid-column: 4; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(20) { grid-row: 4/13;grid-column: 5; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(21) { grid-row: 4/13;grid-column: 6; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(22) { grid-row: 4/13;grid-column: 7; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(23) { grid-row: 4/13;grid-column: 8; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(24) { grid-row: 4/13;grid-column: 9; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(17) &amp;gt; * { color: magenta; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(18) &amp;gt; * { color: #8E44AD; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(19) &amp;gt; * { color: orange; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(20) &amp;gt; * { color: #3498DB; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(21) &amp;gt; * { color: lightgrey; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(22) &amp;gt; * { color: turquoise; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(23) &amp;gt; * { color: lightgreen; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(24) &amp;gt; * { color: #3F3FFF; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(17) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/2/2a/Laser-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(18) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(19) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(20) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(21) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(22) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(23) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(24) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;br /&gt;
/* Source, Description, Item Mods, Filler Box */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(25) {  grid-row: 1/13;grid-column: 11; min-width: 8em; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(26) {  grid-row: 1/13;grid-column: 12; min-width: 8em; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(27) {  grid-row: 1/13;grid-column: 13; min-width: 8em; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(28) {  grid-row: 1/13;grid-column: 14/26; }&lt;br /&gt;
/* Weapon 1 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(29) {  grid-row: 1;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(30) {  grid-row: 1;   grid-column: 15; min-width: 16em; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(31) {  grid-row: 1;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(32) {  grid-row: 1;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(33) {  grid-row: 1;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(34) {  grid-row: 1;   grid-column: 19; min-width: 16em; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(35) {  grid-row: 1;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(36) {  grid-row: 1;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(37) {  grid-row: 1;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(38) {  grid-row: 1;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(39) {  grid-row: 1;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(40) {  grid-row: 1;   grid-column: 25; }&lt;br /&gt;
/* Weapon 2 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(41) {  grid-row: 2;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(42) {  grid-row: 2;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(43) {  grid-row: 2;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(44) {  grid-row: 2;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(45) {  grid-row: 2;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(46) {  grid-row: 2;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(47) {  grid-row: 2;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(48) {  grid-row: 2;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(49) {  grid-row: 2;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(50) {  grid-row: 2;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(51) {  grid-row: 2;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(52) {  grid-row: 2;   grid-column: 25; }&lt;br /&gt;
/* Weapon 3 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(53) {  grid-row: 3;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(54) {  grid-row: 3;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(55) {  grid-row: 3;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(56) {  grid-row: 3;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(57) {  grid-row: 3;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(58) {  grid-row: 3;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(59) {  grid-row: 3;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(60) {  grid-row: 3;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(61) {  grid-row: 3;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(62) {  grid-row: 3;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(63) {  grid-row: 3;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(64) {  grid-row: 3;   grid-column: 25; }&lt;br /&gt;
/* Weapon 4 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(65) {  grid-row: 4;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(66) {  grid-row: 4;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(67) {  grid-row: 4;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(68) {  grid-row: 4;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(69) {  grid-row: 4;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(70) {  grid-row: 4;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(71) {  grid-row: 4;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(72) {  grid-row: 4;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(73) {  grid-row: 4;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(74) {  grid-row: 4;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(75) {  grid-row: 4;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(76) {  grid-row: 4;   grid-column: 25; }&lt;br /&gt;
/* Weapon 5 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(77) {  grid-row: 5;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(78) {  grid-row: 5;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(79) {  grid-row: 5;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(80) {  grid-row: 5;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(81) {  grid-row: 5;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(82) {  grid-row: 5;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(83) {  grid-row: 5;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(84) {  grid-row: 5;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(85) {  grid-row: 5;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(86) {  grid-row: 5;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(87) {  grid-row: 5;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(88) {  grid-row: 5;   grid-column: 25; }&lt;br /&gt;
/* Weapon 6 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(89) {  grid-row: 6;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(90) {  grid-row: 6;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(91) {  grid-row: 6;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(92) {  grid-row: 6;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(93) {  grid-row: 6;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(94) {  grid-row: 6;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(95) {  grid-row: 6;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(96) {  grid-row: 6;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(97) {  grid-row: 6;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(98) {  grid-row: 6;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(99) {  grid-row: 6;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(100) { grid-row: 6;   grid-column: 25; }&lt;br /&gt;
/* Weapon 7 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(101) { grid-row: 7;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(102) { grid-row: 7;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(103) { grid-row: 7;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(104) { grid-row: 7;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(105) { grid-row: 7;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(106) { grid-row: 7;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(107) { grid-row: 7;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(108) { grid-row: 7;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(109) { grid-row: 7;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(110) { grid-row: 7;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(111) { grid-row: 7;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(112) { grid-row: 7;   grid-column: 25; }&lt;br /&gt;
/* Weapon 8 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(113) { grid-row: 8;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(114) { grid-row: 8;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(115) { grid-row: 8;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(116) { grid-row: 8;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(117) { grid-row: 8;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(118) { grid-row: 8;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(119) { grid-row: 8;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(120) { grid-row: 8;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(121) { grid-row: 8;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(122) { grid-row: 8;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(123) { grid-row: 8;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(124) { grid-row: 8;   grid-column: 25; }&lt;br /&gt;
/* Weapon 9 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(125) { grid-row: 9;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(126) { grid-row: 9;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(127) { grid-row: 9;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(128) { grid-row: 9;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(129) { grid-row: 9;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(130) { grid-row: 9;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(131) { grid-row: 9;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(132) { grid-row: 9;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(133) { grid-row: 9;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(134) { grid-row: 9;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(135) { grid-row: 9;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(136) { grid-row: 9;   grid-column: 25; }&lt;br /&gt;
/* Weapon 10 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(137) { grid-row: 10;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(138) { grid-row: 10;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(139) { grid-row: 10;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(140) { grid-row: 10;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(141) { grid-row: 10;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(142) { grid-row: 10;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(143) { grid-row: 10;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(144) { grid-row: 10;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(145) { grid-row: 10;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(146) { grid-row: 10;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(147) { grid-row: 10;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(148) { grid-row: 10;   grid-column: 25; }&lt;br /&gt;
/* Weapon 11 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(149) { grid-row: 11;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(150) { grid-row: 11;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(151) { grid-row: 11;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(152) { grid-row: 11;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(153) { grid-row: 11;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(154) { grid-row: 11;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(155) { grid-row: 11;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(156) { grid-row: 11;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(157) { grid-row: 11;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(158) { grid-row: 11;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(159) { grid-row: 11;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(160) { grid-row: 11;   grid-column: 25; }&lt;br /&gt;
/* Weapon 12 */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(161) { grid-row: 12;   grid-column: 14; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(162) { grid-row: 12;   grid-column: 15; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(163) { grid-row: 12;   grid-column: 16; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(164) { grid-row: 12;   grid-column: 17; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(165) { grid-row: 12;   grid-column: 18; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(166) { grid-row: 12;   grid-column: 19; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(167) { grid-row: 12;   grid-column: 20; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(168) { grid-row: 12;   grid-column: 21; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(169) { grid-row: 12;   grid-column: 22; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(170) { grid-row: 12;   grid-column: 23; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(171) { grid-row: 12;   grid-column: 24; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; :nth-child(172) { grid-row: 12;   grid-column: 25; }&lt;br /&gt;
&lt;br /&gt;
/* Weapon type classes */&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .energy       + td { color: #8E44AD;    border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .heat         + td { color: orange;     border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .physical     + td { color: #3498DB;    border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .radiation    + td { color: lightgrey;  border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .surgical     + td { color: turquoise;  border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .mining       + td { color: lightgreen; border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .transference + td { color: #3F3FFF;    border-color: #dddddd; }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .energy::before {       content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .heat::before {         content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .physical::before {     content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .radiation::before {    content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .surgical::before {     content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .mining::before {       content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .transference::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .aura::before {         content: url(/wiki/images/3/36/Aura-Generators-Icon.png); }&lt;br /&gt;
.page-Drones .bigtable.tempdrones tr &amp;gt; .super::before {        content: url(/wiki/images/c/cb/Super-Item-Small.png); }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Field generators table specific styling */&lt;br /&gt;
.page-Field_Generators .bigtable thead {&lt;br /&gt;
    top: 0px;&lt;br /&gt;
    position: sticky;&lt;br /&gt;
    z-index: 1;&lt;br /&gt;
}&lt;br /&gt;
.page-Field_Generators .bigtable thead tr {&lt;br /&gt;
    height: 5em !important;&lt;br /&gt;
    border-bottom: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Field_Generators .bigtable tr {&lt;br /&gt;
    display:grid;&lt;br /&gt;
    grid-template-columns: 4em 1fr 6em 6em 1fr 4em 1fr 3em 3em 3em 3em 3em 1fr 1fr 1fr;&lt;br /&gt;
}&lt;br /&gt;
.page-Field_Generators .bigtable tbody tr:not(:first-child) {&lt;br /&gt;
    border-top: solid #dddddd 1px&lt;br /&gt;
}&lt;br /&gt;
.page-Field_Generators .bigtable th &amp;gt; span {&lt;br /&gt;
    display: inline-block;&lt;br /&gt;
    width: 100%;&lt;br /&gt;
    height: 100%;&lt;br /&gt;
    white-space: nowrap;&lt;br /&gt;
}&lt;br /&gt;
.page-Field_Generators .bigtable span:empty {&lt;br /&gt;
    scroll-margin-top: 5em;&lt;br /&gt;
    position: absolute;&lt;br /&gt;
    top: 0px;&lt;br /&gt;
}&lt;br /&gt;
/* Name, Tech, Size, Weight, Elec, Vis */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(1) {  grid-row: 1;   grid-column: 1/3; border-color: #dddddd; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(2) {  grid-row: 1;   grid-column: 3; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(3) {  grid-row: 1;   grid-column: 4; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(4) {  grid-row: 2/7; grid-column: 1; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(5) {  grid-row: 2/7; grid-column: 2; min-width: 8em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(6) {  grid-row: 2/7; grid-column: 3; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(7) {  grid-row: 2/7; grid-column: 4; }&lt;br /&gt;
.page-Field_Generators .bigtable td:nth-child(2)::before { color: #999999; content: 'Tech:'; }&lt;br /&gt;
.page-Field_Generators .bigtable td:nth-child(3)::before { color: #999999; content: 'Size:'; }&lt;br /&gt;
.page-Field_Generators .bigtable td:nth-child(5)::before { color: #999999; content: 'Weight:'; }&lt;br /&gt;
.page-Field_Generators .bigtable td:nth-child(6)::before { color: #999999; content: 'Elec:'; }&lt;br /&gt;
.page-Field_Generators .bigtable td:nth-child(7)::before { color: #999999; content: 'Vis:'; }&lt;br /&gt;
/* Source, Description, Restrictions, Filler Box */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(8) {  grid-row: 1/7; grid-column: 13; min-width: 8em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(9) {  grid-row: 1/7; grid-column: 14; min-width: 8em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(10) { grid-row: 1/7; grid-column: 15; min-width: 8em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(11) { grid-row: 1/7; grid-column: 5/13; }&lt;br /&gt;
/* Field 1 */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(12) {  grid-row: 1;   grid-column: 5; min-width: 12em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(13) {  grid-row: 1;   grid-column: 6; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(14) {  grid-row: 1;   grid-column: 7; min-width: 10em; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(15) {  grid-row: 1;   grid-column: 8; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(16) {  grid-row: 1;   grid-column: 9; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(17) {  grid-row: 1;   grid-column: 10; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(18) {  grid-row: 1;   grid-column: 11; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(19) {  grid-row: 1;   grid-column: 12; }&lt;br /&gt;
/* Field 2 */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(20) {  grid-row: 2;   grid-column: 5; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(21) {  grid-row: 2;   grid-column: 6; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(22) {  grid-row: 2;   grid-column: 7; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(23) {  grid-row: 2;   grid-column: 8; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(24) {  grid-row: 2;   grid-column: 9; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(25) {  grid-row: 2;   grid-column: 10; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(26) {  grid-row: 2;   grid-column: 11; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(27) {  grid-row: 2;   grid-column: 12; }&lt;br /&gt;
/* Field 3 */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(28) {  grid-row: 3;   grid-column: 5; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(29) {  grid-row: 3;   grid-column: 6; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(30) {  grid-row: 3;   grid-column: 7; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(31) {  grid-row: 3;   grid-column: 8; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(32) {  grid-row: 3;   grid-column: 9; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(33) {  grid-row: 3;   grid-column: 10; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(34) {  grid-row: 3;   grid-column: 11; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(35) {  grid-row: 3;   grid-column: 12; }&lt;br /&gt;
/* Field 4 */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(36) {  grid-row: 4;   grid-column: 5; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(37) {  grid-row: 4;   grid-column: 6; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(38) {  grid-row: 4;   grid-column: 7; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(39) {  grid-row: 4;   grid-column: 8; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(40) {  grid-row: 4;   grid-column: 9; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(41) {  grid-row: 4;   grid-column: 10; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(42) {  grid-row: 4;   grid-column: 11; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(43) {  grid-row: 4;   grid-column: 12; }&lt;br /&gt;
/* Field 5 */&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(44) {  grid-row: 5;   grid-column: 5; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(45) {  grid-row: 5;   grid-column: 6; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(46) {  grid-row: 5;   grid-column: 7; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(47) {  grid-row: 5;   grid-column: 8; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(48) {  grid-row: 5;   grid-column: 9; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(49) {  grid-row: 5;   grid-column: 10; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(50) {  grid-row: 5;   grid-column: 11; }&lt;br /&gt;
.page-Field_Generators .bigtable tr &amp;gt; :nth-child(51) {  grid-row: 5;   grid-column: 12; }&lt;br /&gt;
&lt;br /&gt;
/******************************************************************************/&lt;br /&gt;
/* Station Kits table specific styling */&lt;br /&gt;
/* Resists */&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(8) { grid-row: 1;   grid-column: 9; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(9) { grid-row: 1;   grid-column: 10; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(10) { grid-row: 1;   grid-column: 11; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(11) { grid-row: 1;   grid-column: 12; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(12) { grid-row: 1;   grid-column: 13; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(13) { grid-row: 1;   grid-column: 14; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(14) { grid-row: 1;   grid-column: 15; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(15) { grid-row: 1;   grid-column: 16; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(8) &amp;gt; * { color: magenta; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(9) &amp;gt; * { color: #8E44AD; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(10) &amp;gt; * { color: orange; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(11) &amp;gt; * { color: #3498DB; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(12) &amp;gt; * { color: lightgrey; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(13) &amp;gt; * { color: turquoise; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(14) &amp;gt; * { color: lightgreen; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(15) &amp;gt; * { color: #3F3FFF; }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(8) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/2/2a/Laser-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(9) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Energy-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(10) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/f/f3/Heat-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(11) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/68/Physical-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(12) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/6/67/Radiation-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(13) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/0/09/Surgical-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(14) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/8/8d/Mining-Damage.png); }&lt;br /&gt;
.page-Station_Kits .bigtable tr &amp;gt; :nth-child(15) &amp;gt; *:not(:empty)::before { content: url(/wiki/images/a/a0/Transference-Damage.png); }&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=64257</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=64257"/>
				<updated>2024-07-07T12:15:52Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Removed Player Websites from the side bar&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*navigation &lt;br /&gt;
**mainpage|mainpage-description &lt;br /&gt;
**recentchanges-url|recentchanges &lt;br /&gt;
**randompage-url|randompage &lt;br /&gt;
**helppage|help &lt;br /&gt;
**Category:Guides|Guides&lt;br /&gt;
*Most Viewed&lt;br /&gt;
**Ships|Ships&lt;br /&gt;
**Augmenters|Augmenters&lt;br /&gt;
**Weapons|Weapons&lt;br /&gt;
**Shields|Shields&lt;br /&gt;
**Energies|Energies&lt;br /&gt;
**Drones|Drones&lt;br /&gt;
**Remote Control|Remote Control&lt;br /&gt;
*SEARCH &lt;br /&gt;
*TOOLBOX &lt;br /&gt;
*LANGUAGES &lt;br /&gt;
*Development &lt;br /&gt;
**Category:Development|Main Page&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=TSL&amp;diff=61866</id>
		<title>TSL</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=TSL&amp;diff=61866"/>
				<updated>2024-02-14T06:10:09Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Redirected page to Storage Locker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Storage Locker]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Global_Storage&amp;diff=61865</id>
		<title>Global Storage</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Global_Storage&amp;diff=61865"/>
				<updated>2024-02-14T06:09:52Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Blue dwarf moved page Global Storage to Storage Locker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Storage Locker]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Storage_Locker&amp;diff=61864</id>
		<title>Storage Locker</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Storage_Locker&amp;diff=61864"/>
				<updated>2024-02-14T06:09:51Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Blue dwarf moved page Global Storage to Storage Locker&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The '''Global Storage''' is a tab (that appears as '''Storage''') that can be found in any AI station of a player's choice. Players can use it to transfer and store items and credits between all characters within their account, or to transfer items between AI stations at a cost that scales with storage contents.&lt;br /&gt;
&lt;br /&gt;
At the start of a universe, the first AI station that a player docks into can have their Storage transferred to it at no cost.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
To use the storage, a player can transfer items in and out of it to ships docked at the station as if it were a ship inventory.&lt;br /&gt;
&lt;br /&gt;
While an infinite amount of credits can be stored in the storage, the initial capacity of a storage is limited to a maximum of 100 space, but can be expanded by 100 space at time for a credit cost. There is no limit to how many times a storage can be expanded, but the cost exponentially increases -- to the point of reaching several billions per 100 space at the tens of thousands of storage space.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Certain items like Mission Items or decay-by-reset items cannot be stored in a storage.&lt;br /&gt;
&lt;br /&gt;
[[Category: Gameplay]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=ATC&amp;diff=61863</id>
		<title>ATC</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=ATC&amp;diff=61863"/>
				<updated>2024-02-14T06:09:33Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Redirected page to Advanced Targeting Computers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Advanced Targeting Computers]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Deathblossom&amp;diff=61862</id>
		<title>Deathblossom</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Deathblossom&amp;diff=61862"/>
				<updated>2024-02-14T06:09:24Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Redirected page to Advanced Targeting Computers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Advanced Targeting Computers]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=DB&amp;diff=61861</id>
		<title>DB</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=DB&amp;diff=61861"/>
				<updated>2024-02-14T06:08:58Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Redirected page to Advanced Targeting Computers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Advanced Targeting Computers]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Advanced_Targeting_Computers&amp;diff=61859</id>
		<title>Advanced Targeting Computers</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Advanced_Targeting_Computers&amp;diff=61859"/>
				<updated>2024-02-14T06:08:27Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Blue dwarf moved page Deathblossoms to Advanced Targeting Computers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Advanced Targeting Computers''', also known as '''Deathblossoms''', are [[Gunner]]-locked items that allow you to automatically target and fire at additional enemies within range.&lt;br /&gt;
&lt;br /&gt;
[[File:Deathblossom_Demos.png|thumb|650px|A [[Ruined Shujaa]] [[Gunner Class|Gunner]] practicing a little overkill against some Kalthi Depths DG [[Stellation]]s.]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
When active, firing your weapons will be managed by the deathblossom, where additional targets will be shot at within the effective arc of the deathblossom -- and if the weapon is a beam, within the maximum tracking angle of that beam weapon.&lt;br /&gt;
&lt;br /&gt;
For example, a Tech 20 deathblossom with an active arc of 180 frontal degrees with a beam weapon with 50 degrees of tracking will allow you to shoot at targets within 50 degrees (or an arc of 100 degrees in front) to either side of your ship's front. However, deathblossoming with a projectile weapon will allow you to fire shots anywhere within this 180 frontal degree arc.&lt;br /&gt;
&lt;br /&gt;
If the main selected target is out of the deathblossom's firing arc, a shot will come from the regular firing port of your ship, and track as normal.&lt;br /&gt;
&lt;br /&gt;
If there are no detected enemies or there is no main selected target, a shot will come from the regular firing port of your ship, and track as normal (or in the case of no target, not track at all).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
For each additional shot accompanying your first shot, the deathblossom will consume additional energy proportional to the regular energy consumption of your weapons. This proportion depends on the specific deathblossom used.&lt;br /&gt;
&lt;br /&gt;
The Tech 20 deathblossom decreases to a minimum of 25% energy consumption at 4 or more targets -- this means that any number of targets beyond 4 will not increase the energy consumption of your weapons, so the deathblossom's Damage-Per-Energy ratio (DPE) increases beyond this point, up to its maximum of 10 targets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Deathblossoms, with the exception of the [[Twisted Fate of Death]]'s inbuilt '''Twisted Punch''' deathblossom, will deal slightly reduced damage per shot in comparison to a regular non-deathblossomed shot. This means it's slightly more efficient to turn your deathblossom off when only shooting at one target.&lt;br /&gt;
&lt;br /&gt;
Bots used to have their own '''Bot Deathblossoms''' that could be automatically enabled and disabled alongside your main ship's deathblossom, but were removed in a patch that revised deathblossom and fighter mechanics to reduce server load in high-player situations. https://www.starsonata.com/announcements/dev-diary-upcoming-fighter-and-deathblossom-adjustments/ &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot; cellspacing=&amp;quot;0&amp;quot; cellpadding=&amp;quot;0&amp;quot; border=&amp;quot;2&amp;quot; class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Name&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Tech&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Size&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Weight&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Extra Targets&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Cost Per Extra Target&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Damage Ratio&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Firing Arc&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Visibility&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Description&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Comments&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Source&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Nm  | &amp;lt;span style=&amp;quot;color:#40BF00&amp;quot;&amp;gt;Advanced Targeting Computer: Trishot&amp;lt;/span&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; Tc  | 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Sz  | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Wgt | 10,000&lt;br /&gt;
| align=&amp;quot;center&amp;quot; XTg | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Cst | minimum of 33% when at 3 or more targets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; DRt | 95%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Arc | 240 deg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Vis | 12,000&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Dsc | Line em up, and knock em down.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Cmt | Main weapon disabled when equipped, Aquire (sic) target within 10000 dist. Does not ignore weapon tracking, Requires 2 in [[Gunner Class]], Capital Ship&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Src | [[Lyceum|Ordnance Testing Grounds]] -- 5,000,000 Credits&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Nm  | &amp;lt;span style=&amp;quot;color:#40BF00&amp;quot;&amp;gt;Advanced Targeting Computer: Deathblossom&amp;lt;/span&amp;gt;&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Tc  | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Sz  | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Wgt | 10,000&lt;br /&gt;
| align=&amp;quot;center&amp;quot; XTg | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Cst | minimum of 25% when at 4 or more&lt;br /&gt;
| align=&amp;quot;center&amp;quot; DRt | 90%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Arc | 180 deg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Vis | 12,000&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Dsc | So many targets. So many calculations. So little time.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Cmt | Main weapon disabled when equipped, Aquire (sic) target within 10000 dist. Does not ignore weapon tracking, Requires 3 in [[Gunner Class]], Capital Ship&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Src | [[Lyceum|Ordnance Testing Grounds]] -- 5,000,000 Credits&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Nm  | &amp;lt;span style=&amp;quot;color:#0080FF&amp;quot;&amp;gt;Advanced Targeting Computer: Aveksaka Deathblossom&amp;lt;/span&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; Tc  | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Sz  | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Wgt | 10,000&lt;br /&gt;
| align=&amp;quot;center&amp;quot; XTg | 12&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Cst | minimum of 25% when at 6 or more targets&lt;br /&gt;
| align=&amp;quot;center&amp;quot; DRt | 80%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Arc | 240 deg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Vis | 12,000&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Dsc | Biogenic circuits, a powerful super computer, what more could you ask for?&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Cmt | Main weapon disabled when equipped, Aquire (sic) target within 10000 dist. Does not ignore weapon tracking, Requires 3 in [[Gunner Class]], Capital Ship&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Src | [[Kumari]] -- Medal of Valor random reward&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Nm  | &amp;lt;span style=&amp;quot;color:#FF6767&amp;quot;&amp;gt;Advanced Targeting Computer: Twisted Punch&amp;lt;/span&amp;gt; &lt;br /&gt;
| align=&amp;quot;center&amp;quot; Tc  | 0&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Sz  | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Wgt | 10,000&lt;br /&gt;
| align=&amp;quot;center&amp;quot; XTg | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Cst | minimum of 30% when at 4 or more&lt;br /&gt;
| align=&amp;quot;center&amp;quot; DRt | 100%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Arc | 120 deg&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Vis | 12,000&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Dsc | They thought they could get away. Show them how wrong they are.&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Cmt | Main weapon disabled when equipped, Aquire (sic) target within 10000 dist. Does not ignore weapon tracking, Requires 3 in [[Gunner Class]], Capital Ship, &amp;lt;br&amp;gt; Additional Stats: Projectile Velocity +25%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; Src | [[Twisted Fate of Death]] inbuilt&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Deathblossoms&amp;diff=61860</id>
		<title>Deathblossoms</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Deathblossoms&amp;diff=61860"/>
				<updated>2024-02-14T06:08:27Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Blue dwarf moved page Deathblossoms to Advanced Targeting Computers&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Advanced Targeting Computers]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Anise_Blueprint&amp;diff=61857</id>
		<title>Anise Blueprint</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Anise_Blueprint&amp;diff=61857"/>
				<updated>2024-02-14T06:07:46Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Blue dwarf moved page Anise Upgrade Blueprint to Anise Blueprint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{printbox&lt;br /&gt;
| pagename = Anise Upgrade Blueprint&lt;br /&gt;
| backgroundcolor = midnightblue&lt;br /&gt;
| fontcolor = white&lt;br /&gt;
| Tech = 20&lt;br /&gt;
| Size = 10&lt;br /&gt;
| Weight = 10,000&lt;br /&gt;
| Manhours = 50,000,000&lt;br /&gt;
| MaxWorkforce = None&lt;br /&gt;
| Uses = 1&lt;br /&gt;
| Produced = [[Anise|Anise Upgrade]]&lt;br /&gt;
| Initial = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;10,000,000,000 [[Credits]]&lt;br /&gt;
&amp;lt;li&amp;gt;250,000 [[Commodity|Metals]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Weapons#Damaged Excise Pulse Cannon|Damaged Excise Pulse Cannon]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Weapons#Damaged Irradiating Pulse|Damaged Irradiating Pulse]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Weapons#Damaged Nemesis Pulse Cannon|Damaged Nemesis Pulse Cannon]]&lt;br /&gt;
&amp;lt;li&amp;gt;4 [[Weapons#Morgan's Explosive Pulse|Morgan's Explosive Pulse]]&lt;br /&gt;
&amp;lt;li&amp;gt;2 [[Energies#Pirate's Whisky Reservoir|Pirate's Whisky Reservoir]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Adamantium Damage Module]]&lt;br /&gt;
&amp;lt;li&amp;gt;1 [[Adamantium Shield Module]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Periodic = &amp;lt;ul&amp;gt;&lt;br /&gt;
&amp;lt;li&amp;gt;10,000,000,000 [[Credits]]&lt;br /&gt;
&amp;lt;li&amp;gt;10,500,000 [[Commodity|Metals]]&lt;br /&gt;
&amp;lt;li&amp;gt;75,000 [[Commodity|Silicon]]&lt;br /&gt;
&amp;lt;li&amp;gt;2,000 [[Commodity|Baobabs]]&lt;br /&gt;
&amp;lt;li&amp;gt;20,000 [[Commodity|Fine Space Whisky]]&lt;br /&gt;
&amp;lt;li&amp;gt;25,000 [[Commodity|Microchips]]&lt;br /&gt;
&amp;lt;li&amp;gt;15 [[Dementium]]&lt;br /&gt;
&amp;lt;/ul&amp;gt;&lt;br /&gt;
| Source = [[Drake]] drop&lt;br /&gt;
| Price = N/A&lt;br /&gt;
| SkillNeeded = None&lt;br /&gt;
&lt;br /&gt;
| Description = A very questionable plan that involves many explosives&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Individual Blueprints]]&lt;br /&gt;
[[Category:Ship Blueprints]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Blueprint produces an Anise Upgrade, which can be used on either a [[Bygone Basilus]] or [[Trepidation Frigate]].&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Anise_Upgrade_Blueprint&amp;diff=61858</id>
		<title>Anise Upgrade Blueprint</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Anise_Upgrade_Blueprint&amp;diff=61858"/>
				<updated>2024-02-14T06:07:46Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Blue dwarf moved page Anise Upgrade Blueprint to Anise Blueprint&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Anise Blueprint]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Talk:Zaphragi_Family&amp;diff=61594</id>
		<title>Talk:Zaphragi Family</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Talk:Zaphragi_Family&amp;diff=61594"/>
				<updated>2023-12-04T18:13:56Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Blue dwarf moved page Talk:Armada Family to Talk:Zaphragi Family&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Fix ==&lt;br /&gt;
&lt;br /&gt;
Is there such thing as a Primal ship? I don't believe there is.&lt;br /&gt;
&lt;br /&gt;
As well, this family should be called the Armada family in my opinion.&lt;br /&gt;
&lt;br /&gt;
:Moved it, just for you, and the primal ships are the boss versions. ;) -[[User:Simon|Simon]] 09:28, 21 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
::Then you should include the guards also: for example, the Primal Rhino has Mini Rhino as guards. --[[User:Nuro|Nuro]] 15:49, 21 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
:::Ok, give me exact names for those ships please, and i'll put them in -[[User:Simon|Simon]] 15:57, 21 October 2007 (PDT)&lt;br /&gt;
&lt;br /&gt;
you should add the Mastodonte ship(the emps ship)(spaceship132) i've forgotten how to upload images atm&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Zaphragi_Family&amp;diff=61592</id>
		<title>Zaphragi Family</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Zaphragi_Family&amp;diff=61592"/>
				<updated>2023-12-04T18:13:56Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Blue dwarf moved page Armada Family to Zaphragi Family&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ships of Zaphragi origin, found in the [[Jungle]] and [[The Serengeti]] (AKA UZ). Primal Jungle ships can be built as upgrades to baseline ships, while Primal Serengeti ships are AI-only and cannot be obtained by players.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Members of the Zaphragi Armada (Jungle)&amp;quot; perrow=&amp;quot;4&amp;quot;&amp;gt;&lt;br /&gt;
Image:LeopardPaxius.png|[[Leopard]]&lt;br /&gt;
Image:PrimalLeopardPaxius.png |[[Primal Leopard]]&lt;br /&gt;
&lt;br /&gt;
Image:Monkey.png|[[Monkey]]&lt;br /&gt;
Image:PrimalMonkey.png |[[Primal Monkey]]&lt;br /&gt;
&lt;br /&gt;
Image:Elephant.png|[[Elephant]]&lt;br /&gt;
Image:Elephant.png |[[Primal Elephant]]&lt;br /&gt;
&lt;br /&gt;
Image:Bear.png|[[Bear]]&lt;br /&gt;
Image:Bear.png|[[Primal Bear]]&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;gallery caption=&amp;quot;Members of the Zaphragi Armada (Serengeti)&amp;quot; perrow=&amp;quot;3&amp;quot;&amp;gt;&lt;br /&gt;
Image:Zebra.png|[[Zebra]]&lt;br /&gt;
Image:Zebra.png|[[Primal Zebra]] '''(AI only)'''&lt;br /&gt;
Image:Hybridized Zebra.png|[[Hybridized Zebra]]&lt;br /&gt;
&lt;br /&gt;
Image:Panther.png|[[Panther]]&lt;br /&gt;
Image:Panther.png|[[Primal Panther]] '''(AI only)'''&lt;br /&gt;
Image:Hybridized Panther.png|[[Hybridized Panther]]&lt;br /&gt;
&lt;br /&gt;
Image:Lion.png|[[Lion]]&lt;br /&gt;
Image:Lion.png|[[Primal Lion]] '''(AI only)'''&lt;br /&gt;
Image:Hybridized Lion.png|[[Hybridized Lion]]&lt;br /&gt;
&lt;br /&gt;
Image:Rhino.png|[[Rhino]]&lt;br /&gt;
Image:Rhino.png|[[Primal Rhino]] '''(AI only)'''&lt;br /&gt;
Image:Hybridized Rhino.png|[[Hybridized Rhino]]&lt;br /&gt;
Image:Rhino.png|[[Mini Rhino]] '''(AI only)'''&lt;br /&gt;
&lt;br /&gt;
Image:Mastodon.png|[[Mastodon]]&lt;br /&gt;
Image:Mastodonte.png|[[Mastodonte]] '''(AI only)'''&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Ship Families]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Armada_Family&amp;diff=61593</id>
		<title>Armada Family</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Armada_Family&amp;diff=61593"/>
				<updated>2023-12-04T18:13:56Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Blue dwarf moved page Armada Family to Zaphragi Family&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Zaphragi Family]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Talk:Armada_Family&amp;diff=61595</id>
		<title>Talk:Armada Family</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Talk:Armada_Family&amp;diff=61595"/>
				<updated>2023-12-04T18:13:56Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Blue dwarf moved page Talk:Armada Family to Talk:Zaphragi Family&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Talk:Zaphragi Family]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Comet_Chaser%27s_base-building_guide&amp;diff=57743</id>
		<title>Comet Chaser's base-building guide</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Comet_Chaser%27s_base-building_guide&amp;diff=57743"/>
				<updated>2023-07-03T07:02:26Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Finalised Guide. Thanks to all that helped, pictures would be a little dull really. In memory of GrimSweeper's guide, which taught me how to make bases! &lt;br /&gt;
&lt;br /&gt;
Any questions or requests should go on the talk-page. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''Note''' - A more up-to-date guide can be found [http://wiki.starsonata.com/index.php/Paladin%27s_Base_Guide here], though it is more wordy and lengthy. Comet Chaser's guide still provides valid and useful information, and is well worth a read! --- The Paladin&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
== What do I need? How to get it?  ==&lt;br /&gt;
&lt;br /&gt;
=== Skills Required ===&lt;br /&gt;
&lt;br /&gt;
Firstly, you will need the [[Station Management]] skill. &lt;br /&gt;
&lt;br /&gt;
*[[Sol]] - 3, no requirement &lt;br /&gt;
*[[Free Market]] - 3, no requirement &lt;br /&gt;
*[[Prism]] 9, promethium x5 &lt;br /&gt;
*[[Absolution (Galaxy)|Absolution]], 12, promethium x8 &lt;br /&gt;
*[[Handel's Cove]] 16, ariadnites x2 &lt;br /&gt;
*[[Ruby Steppes]] 16, Aqua Nuzzle &lt;br /&gt;
*[[Biologique]] 20, microbes amoruese x1&lt;br /&gt;
&lt;br /&gt;
Skill cost is equal to the level you are trying to get. Skill Level 11 Costs 11 points, and 20 costs 20, 1 costs 1. And so on. &lt;br /&gt;
&lt;br /&gt;
This level determines the level of bases, and thus the gear they can use: &lt;br /&gt;
&lt;br /&gt;
*[[Arcadian]] - tec 0 base gear(Radar is Tech 1), and Tech 3 Augmenters &lt;br /&gt;
*[[Ares]] - tec 6 &lt;br /&gt;
*[[Adonis]] - 9 &lt;br /&gt;
*[[Argonaut]] - 12 &lt;br /&gt;
*[[Ambrosia]] / [[Avalon]] - 14 &lt;br /&gt;
*[[Andaman]] - 16 &lt;br /&gt;
*[[Achilles]] - 18 &lt;br /&gt;
*[[Annihilator]] - 20&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; The tech level of a base kit determines the tech level of all gear you can equip on it, barring blue prints. &lt;br /&gt;
&lt;br /&gt;
Note that you will require the skill of an item to equip it. E.g. Equipping an adonis shield will require 9 in shielding. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; '''Useful, but not necessary''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; Levels in [[Station Mastery]], which will increase the survival rate of your base dramatically. This skill is available in Free Market, and increases the stats of your base by 5.5% / level. E.g. Station Mastery 5 gives a 27.5% boost to all stats (energy, elec, shield, recovery, capacity, range, damage, firing rate, radar). Maximum level is determined by your Station Management level. Skill cost is 1 point / level. &lt;br /&gt;
&lt;br /&gt;
:''Hint: Certain base items, such as the Z extensors, require station mastery to equip.''&lt;br /&gt;
&lt;br /&gt;
Levels in [[Station Tweaking]], which will increase aug efficiency. Each level increases augs by 2% / level. E.g. Level 8 will increase an aug by 16% - an ambrosia range augmenter (+53% range) will by increased by 16%, or +61% Important! Aug Tweak does not effect augs equipped onto bases. &lt;br /&gt;
&lt;br /&gt;
Each station gear above Ares has a X, Y, Z level variant that can only be built using the previous stage as periodic material, and increases the stats by roughly 20% a stage. These come at a large size increase (e.g. 26k for Adonis Y) and are costly in materials. &lt;br /&gt;
&lt;br /&gt;
Unusual kits - not only are there unique base kits (bellamarines, [[Iq' Bana]]) with their own advantages, but there are the following: fortified, laconia, dementium &amp;amp;amp; adamantium kits. These kits have increasing levels of resists &amp;amp;amp; more of them built into them. &lt;br /&gt;
&lt;br /&gt;
Complicated station kits (only usable with Mastery) contain basic materials to allow building from scratch more easily. Usually these are metals, rations and workers. &lt;br /&gt;
&lt;br /&gt;
[[Extraction Expert]] (EE) and [[Colonial Administrator]] (CA) will be discussed more fully under resource / colony management. However, they are exclusive with each other and [[Station Mastery]] &lt;br /&gt;
&lt;br /&gt;
=== Attached or un-attached base kit ===&lt;br /&gt;
&lt;br /&gt;
Attached kits can only be laid on planets or moons. Unattached kits can be put in any clear space. Obviously, only attached kits can utilise planet / moon resources, and be mobile. Tec 16 kits are only available in hard to reach AI stations, tec levels above that can only be found in DGs. &lt;br /&gt;
&lt;br /&gt;
Moons can only have one base, small planets two slots medium size planets three and large ones four. (thanks to yiurt for fixing this) &lt;br /&gt;
&lt;br /&gt;
To place an attached kit, you must target the planet / moon and be at its edge and use the base kit. To place an unattached kit, you must have a clear space. &lt;br /&gt;
&lt;br /&gt;
:''Hint: You can tractor unattached bases after building onto suns, warps and so forth. You can also drag them onto stationary planets to prevent others building there.''&lt;br /&gt;
&lt;br /&gt;
Important! If you intend to set up a colony, note that whilst Extraction Expert (EE) is kept with &amp;quot;shared&amp;quot; planets for that base, Colonial Administrator is halved. CA colonies need to be stand alone to get the full benefits. &lt;br /&gt;
&lt;br /&gt;
== What are the limitations on laying bases?  ==&lt;br /&gt;
&lt;br /&gt;
The number of bases you can lay is determined by your Station Management skill, the tec level of the base, and any additional skills you have. I could explain the workings of it, but the [[Pantalones]] team have very kindly made a tool that calculates it for you: &lt;br /&gt;
&lt;br /&gt;
External link: [http://ss.cranberymedia.net/tool/baseslotcalc.php Base Slot Calculator] &lt;br /&gt;
&lt;br /&gt;
Use it to see how many bases you can lay - thanks to the Pants for that one! &lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' Base slots are now also limited per account. To calculate the total number of base slots on an account, calculate the base slots for each alt using the above formula. Then, perform the following calculation using each alt's base slots: (alt #1 / 1) + (alt #2 / 2) + (alt #3 / 3) + (alt #4 / 4) + (alt #5 / 5) = account base slots available. Take as an example an account with 3 alts, each having 36 base slots (Station Management 16 and Station Research 2). To determine the account base slots you would calculate (36/1) + (36/2) + (36/3) = 36 + 18 + 12 = 66. The 66 account base slots can be distributed over the 3 alts in any way the player likes, as long as none of the alts exceeds his own base slot limit of 36. Since Ambrosia bases take 6 slots, alt #1 could have 6 Ambrosia bases (36 slots used), and alt #2 could have 5 ambrosia bases (30 slots used), but that would use all 66 account slots and leave no account slots available for alt #3. Account slots are used on a first come, first served basis among your alts. When you attempt to lay a base, the game simply checks to make sure you have enough account base slots AND enough base slots for that individual alt. If there are insufficient slots in either category, you won't be allowed to deploy the base. &lt;br /&gt;
&lt;br /&gt;
If that sounds like too much math, just use Myrtok's [http://www.zshare.net/download/6902445116b704b7/|Myrtok's account base slot calculator]. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Each system can have the following number of bases: &lt;br /&gt;
&lt;br /&gt;
*25 max bases per system (''meaning that if unowned, 2 or more teams can own up to a total of 25 stations in that galaxy.'') &lt;br /&gt;
*15 max bases per team &lt;br /&gt;
*10 max bases per player&lt;br /&gt;
&lt;br /&gt;
These are concurrent. E.g. You can only have 10 personal bases in a team owned system or unowned system. &lt;br /&gt;
&lt;br /&gt;
'''UPDATE:''' A system can only be owned if it is attached to a galaxy containing the team Headquarters base, or a chain of galaxies that make a path to that base. You have to wait 10 minutes after the link is made before yuo can own the galaxy. The advantage to owning a galaxy is that memebers of other teams will no longer be able to build a base there, which means they can only attempt to destroy your bases using ships. Only galaxies in Wild Space can be owned. &lt;br /&gt;
&lt;br /&gt;
=== So.. what's the recommended minimum base kit to use?  ===&lt;br /&gt;
&lt;br /&gt;
Practically (and we'll discuss level protection later), NO base under [[Adonis]] has a decent survival rate, at least on its own versus AI. Even in low level DF systems, without Adonis gear, your base is vulnerable. &lt;br /&gt;
&lt;br /&gt;
Players, on the other hand, are a much nastier lot, and require a lot more thought. You can find a discussion on this at the end of the guide.&lt;br /&gt;
&lt;br /&gt;
== Ok, what are the basics to bases?  ==&lt;br /&gt;
&lt;br /&gt;
=== Control ===&lt;br /&gt;
&lt;br /&gt;
Here is the over-all control of the base: &lt;br /&gt;
&lt;br /&gt;
*Set name - what people see when they target the base &lt;br /&gt;
*Set description - what will show in the general tab &lt;br /&gt;
*Transfer money to ship - useful to take profits off &lt;br /&gt;
*Add trade good - we'll discuss that later, you'll need a trade bay for this &lt;br /&gt;
*Make team base - allows team mates to dock, and defenses to help each other &lt;br /&gt;
*Transfer money to base - material processing requires credits &lt;br /&gt;
*Docking privileges - either &amp;quot;me&amp;quot; (you only), team, or All. Bear in mind that your personal slaves cannot use a base set to &amp;quot;me&amp;quot;. People attempting to dock without privileges will receive the &amp;quot;Docking denied, Please move along&amp;quot; message in their Events tab.&lt;br /&gt;
&lt;br /&gt;
You can also see your shield, energy and capacity levels here. For advanced base construction, it is possible to power bases with lower level tec energies, but for now stick to entire sets. E.g. Adonis energy, shield, radar, laser. &lt;br /&gt;
&lt;br /&gt;
The control tab also contains a history of the base, in terms of which ships have docked, what they have traded, if someone has unequipped / equipped items, taken / given credits and so forth. Unfortunately, if your base is open to All, regular AI tend to remove the history that you would want to see through constant docking / undocking. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
:'''Warning!: Bases require [[Credits]] for second stage manufactured goods material processing ([[Base Items|MRE]] + [[Space oats]] -&amp;amp;gt; rations etc). You have to add this via the control tab. Items will state their credit costs in their item description.'''&lt;br /&gt;
&lt;br /&gt;
=== Items  ===&lt;br /&gt;
&lt;br /&gt;
This is where the stuff that makes your base work is listed: &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; '''Required''' &lt;br /&gt;
&lt;br /&gt;
[[Rations]] - to feed workers. Ration usage / hour can be checked in the possessions list. One worker uses 0.6 rations / hour. Workers will use rations in your ship's inventory, if you're in that ship. Thus you can feed a station whilst building it. '''Warning! Without rations, your workers will strike, and un-equip everything but shields, which leaves your shields to dis-charge due to no energy, meaning its a ONE HIT KILL on your station.'''(Unless the shields do not operate energy such as Carapaces,and the Bionic Rat Shields but those are often found with extremely low Recharge rates and/or bank size) Handy shorthand table (many thanks to ArrowHate for crunching the numbers): &lt;br /&gt;
&lt;br /&gt;
   10: 6/1h      - 144/Day &lt;br /&gt;
   50: 30/1h     - 720/Day&lt;br /&gt;
   100: 60/1h    - 1,440/Day &lt;br /&gt;
   250: 150/1h   - 3,600/Day &lt;br /&gt;
   1000: 600/1h  - 14,400/Day &lt;br /&gt;
&lt;br /&gt;
:''Hint: The [[Hydroponics]] item will produce enough rations for 299 workers, with sufficient MRE factories. ''&lt;br /&gt;
&lt;br /&gt;
Workers - each item requires one worker to equip. You can check the numbers currently used in the control tab.(With the exception of Shields and Black Boxes) &lt;br /&gt;
&lt;br /&gt;
Space to fit items - station extensions, X, Y, Z versions and [[Mzungu transdims]]. Each gives a certain space bonus, and they are subject to both your merchant skill &amp;amp;amp; capacity augs. Extensors Z require Station Mastery to equip. &lt;br /&gt;
&lt;br /&gt;
Energy - to power everything else. Be ware that Adonis although not using nuclear fuel, produces it as waste. Thus space will fill up without attention. &lt;br /&gt;
&lt;br /&gt;
Shield - to protect the base &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; '''Almost certainly useful''' &lt;br /&gt;
&lt;br /&gt;
[[Trade bay]] - required for slaves / AI to trade at your base. Once you have a trade bay equipped, you will have another base tab, Trade. More on that later. &lt;br /&gt;
&lt;br /&gt;
[[Radar]] - bases will not fire on attacking AI / players without a radar. They also won't fire if they can't see an attacking player. &lt;br /&gt;
&lt;br /&gt;
[[Weapon]] - a maximum of 6 weapons can be equipped, with differing damage types. The base AI will choose the most damaging weapon first, and the longest range second when targeting hostiles. &lt;br /&gt;
&lt;br /&gt;
[[Commodities|Nuclear waste]] - to power most base needs and construction &lt;br /&gt;
&lt;br /&gt;
[[Augmenters]] - different base technologies can have different amounts of augmenters. For Ares and above, this is four, for below the amount lessens. There are special kits that allow more. You can use either normal augmenters (dependant on tec level) or base augs for bases. For now, just be aware of the possibility. Like ship augs, they cannot be unequipped. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; Obviously, only attached bases can have extractors equipped and ONLY if the planet / moon has the resource. We'll look at this later, but unattached bases / those that lack the resources will require materials shipped in, either directly, or through slaves in the Trade tab. &lt;br /&gt;
&lt;br /&gt;
:''Hint: If your system has neutral &amp;quot;hoover&amp;quot; type AI (for instance [[Monochrome Hue]]s) they will trade with your base. Don't rely on this, but it is useful.''&lt;br /&gt;
&lt;br /&gt;
=== Construction  ===&lt;br /&gt;
&lt;br /&gt;
Initially this will only allow you to build a trading bay, and the lowest level extensors. To increase the list here, you must move a blueprint onto a base and &amp;quot;use&amp;quot; it (right click, use or double click on it) from the items tab. It will then appear here, with the material / credit requirements listed on the right. Initial requirements are needed on a base to start construction, periodic can be supplied later - you will receive a red warning notice in your events tab if construction has stopped, listing what you require. Most commonly this is a required commodity or credits. &lt;br /&gt;
&lt;br /&gt;
'''Warning: If a construction has a credit requirement, be careful that it doesn't drain the base of credits, thus stopping second stage production, e.g. rations.''' &lt;br /&gt;
&lt;br /&gt;
You can pause construction by selecting it and clicking &amp;quot;pause&amp;quot;. Cancel will remove it. Important! You also lose any materials / credits used in the manufacture if you cancel a build. &lt;br /&gt;
&lt;br /&gt;
Construction requires free [[Workers]]! Be sure to have workers spare to construct items. You can check this in the control tab. &lt;br /&gt;
&lt;br /&gt;
If you wish to calculate the time taken by a construction, divide the number of manhours by 6. This gets you the number of minutes for one worker to complete the item. If there is a max number of workers allowed, then use it for the next part; otherwise just divide by the number of spare workers available on the base. &lt;br /&gt;
&lt;br /&gt;
E.g. 10,000 manhours with 100 workers will take (10,000 / 6 / 100) = 16.7 minutes. &lt;br /&gt;
&lt;br /&gt;
Once an item is finished, it will appear in the items tab. If there is not enough space, it will remain at 100% until enough space is made on the base. &lt;br /&gt;
&lt;br /&gt;
Important: You require an equivalent or higher [[Station Management]] to equip prints. e.g. a tech 14 print will require SM 14. Other prints can have different requirements. e.g. A platform defence alpha print requires 1 in Drone Mastery to equip onto a base. &lt;br /&gt;
&lt;br /&gt;
:''Hint: Sometimes construction will &amp;quot;burp&amp;quot; due to server crashes. If this happens, and construction appears stalled, try delivering all the commods required at once. This appears especially true for constructions that take a long time. ''&lt;br /&gt;
&lt;br /&gt;
=== Trade panel ===&lt;br /&gt;
&lt;br /&gt;
Here you can add any number of things to buy and sell (including augmentors) from your base. You can trade any non-neuro bound items on your ship, base or any base you have previously been to trade goods(until you log off) To set a trade good, go to the Control panel, select &amp;quot;Add new trade good...&amp;quot;, select the item and then set the Buy Price, Sell Price, Buy Max and Sell limit. If you do not wish to buy / sell an item, set the variables for that side to zero. &lt;br /&gt;
&lt;br /&gt;
Example - wanting to sell rations to a colony for 10, and buy from a slave at 50. &lt;br /&gt;
&lt;br /&gt;
  Buy Price: 50 &lt;br /&gt;
  Sell Price: 10 &lt;br /&gt;
  Buy Max: 10,000 (the base will cease buying at 10k) &lt;br /&gt;
  Sell limit: 1,000 (the base will not sell to your colony if you have less than 1k rations) &lt;br /&gt;
&lt;br /&gt;
Once a trade good has been added, it will appear in the relevant trade tab (e.g. if you add a DeathWarmedOver, it will appear in the weapons tab). You can modify your initial pricing etc by right clicking in here. &lt;br /&gt;
&lt;br /&gt;
:''Hint: If an item isn't appearing on the &amp;quot;add trade good list&amp;quot;, try un-docking and re-docking, the list will update. ''&lt;br /&gt;
&lt;br /&gt;
Important! Its a very good idea to set minimum levels on essential items such as rations and nuclear waste if you intend to open your base to all to prevent them being all bought, and the base destroyed. Trust me, it has happened to people... and its a very sneaky tactic. &lt;br /&gt;
&lt;br /&gt;
== How do I go about building a base? (Tutorial)  ==&lt;br /&gt;
&lt;br /&gt;
For now, we'll assume you're wanting to build a shop, using an unattached kit. First priority is to consider whether or not you will be using pre-made base gear. If you are not, you will need to defend the base until you have built a set of adonis gear. &lt;br /&gt;
&lt;br /&gt;
:''Hint: Having people and [[Drones]] around to clear AI when laying bases is very sensible! ''&lt;br /&gt;
&lt;br /&gt;
When building from pre-made materials you can use slaves to transport gear and set them to dock at the station. Just switch between ships as you would in an AI station. &lt;br /&gt;
&lt;br /&gt;
:'''Warning! If a base is destroyed, so are any [[Ships]] not being piloted that are docked there! This applies to capping bases as well.'''&lt;br /&gt;
&lt;br /&gt;
What you will need (bare minimum) &lt;br /&gt;
&lt;br /&gt;
=== What to carry ===&lt;br /&gt;
&lt;br /&gt;
*Station Kit IV &lt;br /&gt;
*Ares Energy, Shield - a radar &amp;amp;amp; weapon are useful, but not essential &lt;br /&gt;
*Rations 500 &lt;br /&gt;
*Metals 500 &lt;br /&gt;
*Workers 50 &lt;br /&gt;
*Blue Prints for [[Ares]]/[[Adonis]] [[Energy]], [[Shield]], [[Radar]], [[Laser]]. &lt;br /&gt;
*Extensors Blue print&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; A ship that can carry all this. The above is 1315 [[Hull space|hull]] used. Any extra space, take more metals for the moment, and maybe 50 more workers to speed things up. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== What to do ===&lt;br /&gt;
&lt;br /&gt;
:'''Important!: Bases have 50 space initially(excluding [[Extraction Expert]] and (check) [[Station Mastery]], remember this always!'''&lt;br /&gt;
&lt;br /&gt;
#Firstly, use the kit where you want your base to be. Quickly dock. &lt;br /&gt;
#Go to the items tab. &lt;br /&gt;
#Move 10 workers to the base, then 30 metals. &lt;br /&gt;
#Go to the construction tab, set a station expansion unit to build. &lt;br /&gt;
#Go to the items tab - equip it (right click, equip). You now have 150 space! &lt;br /&gt;
#Move enough metals to make two more, and the remaining workers and equip those. &lt;br /&gt;
#Move the extensors BP over, with 100 metals. &lt;br /&gt;
#Go to the control tab and add 50,000 credits to the base. Your new blue print costs money to build! &lt;br /&gt;
#In the items screen, use the blueprint, then set one to build. &lt;br /&gt;
#Once equipped, move over the ares shield &amp;amp;amp; energy, equip them.&lt;br /&gt;
&lt;br /&gt;
Then move any remaining materials across, and start stockpiling metals to make the adonis gear. If you want a slave to do this, make a trade bay, equip it, go to the control tab and select &amp;quot;add trade good...&amp;quot; Select metal, and set the base to buy for 1, and the amount to 4000. Then set a slave to help you! Once the adonis gear is made, equip it if you have the required skill - if you do not, get a team mate who is operator to do so. You'll have to make the base team in the control panel. &lt;br /&gt;
&lt;br /&gt;
Once those are in, add whatever [[Augs]] you think will help (space, range, firing, shields are good choices - bases tend not to need elec / energy augs), move in whatever you want to sell, and set your prices in the control tab! &lt;br /&gt;
&lt;br /&gt;
Grats - your first base is done! Remember to keep the base fed! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== How to make your life a whole lot easier: ===&lt;br /&gt;
&lt;br /&gt;
Having space at first will help immensely - just go and buy three station extensors (smallest) and some larger ones from another player, to allow you to skip out the stage where you're in danger of having your base blown up. Complicated kits can help here as well. &lt;br /&gt;
&lt;br /&gt;
Obviously, if you can ship in pre-made adonis gear and Extensors X's, this will also help. &lt;br /&gt;
&lt;br /&gt;
:''Hint: Sporeside, in Nexus is a very good place to practise base laying in 'relative safety. Pro base layers can set up a full andman base in about 63 seconds - it'll take you a while to get that good ''&lt;br /&gt;
&lt;br /&gt;
Attached bases work in exactly the same way, but you'll want to understand extraction.. and perhaps even colonies first! &lt;br /&gt;
&lt;br /&gt;
== How do I do this commodity extraction thing?  ==&lt;br /&gt;
&lt;br /&gt;
Extracting commodities from planets and moons is the second most lucrative thing you can do with bases. So let's get digging! &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Which skill will help me exploit commodities?  ===&lt;br /&gt;
&lt;br /&gt;
Extraction Expert (EE) will aid you greatly in harvesting resources. This skill increases the speed of acquiring resources from collectors by 6.5% per level compounded. Important: with EE, be sure to be doubly aware of your space constraints, it is very easy to over-fill bases. &lt;br /&gt;
&lt;br /&gt;
EE costs 1 points / level, and is capped at double your Station Management skill, rounded up. &lt;br /&gt;
&lt;br /&gt;
=== How do I find commodities?  ===&lt;br /&gt;
&lt;br /&gt;
You will require a planet scanner or surface scanner to detect resources. With one on your inventory, select a planet or moon and use the scanner. A read out will be produced in your events tab detailing the numbers of resources and so forth. If it is blank, there are no resources. &lt;br /&gt;
&lt;br /&gt;
Each scanner has a power level: this determines which tier of commodities you can detect. At power 1 you will be able to see any of the common commodities, and the more most common ruin types. To see rarer types, you must get a better scanner. &lt;br /&gt;
&lt;br /&gt;
:''Hint: EE types can find a good scanner in Serpica.''&lt;br /&gt;
&lt;br /&gt;
Important: Moons can only (usually) have 1-2 resources, planets can have many more. Planets are obviously generally better to set bases on. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; '''Resources''' &lt;br /&gt;
&lt;br /&gt;
Every planet or moon can have a potential set of resources. These are separated into tiers, of quality and into divisions of amounts. &lt;br /&gt;
&lt;br /&gt;
The commodities. Note that Each tier has a type that becomes rarer. E.g. Energies goes: Vis, Quantuum, Energon. Thanks to Calypso for correcting this list! &lt;br /&gt;
&lt;br /&gt;
:Tier 0 (Common): Space Oats, Boabobs, Metals, Silicon, Nuclear Waste &lt;br /&gt;
:Tier 1 (Uncommon): Jelly beans, Copper, Tin, Petroleum, Silver, Vis, Titanium &lt;br /&gt;
:Tier 2 (Rare): Alien Bacteria, Gold, Quantumum, Diamond, Ablution Crystals, Laconia, Enriched Nuclear Waste, Plasma Crystals, Psion Icicles &lt;br /&gt;
:Tier 3 (Exotic): Bacta, Rubicite, Platinum, Energon, Adamantium, Fermium, Dark Matter, Frozen Blob&lt;br /&gt;
&lt;br /&gt;
'''Important! Only planets can have organic resources such as space oats &amp;amp;amp; Boabobs.''' &lt;br /&gt;
&lt;br /&gt;
The size of a commodity determine the amount of extraction tools that can be set up: &lt;br /&gt;
&lt;br /&gt;
  Smidgen.........1 - 2 &lt;br /&gt;
  Little...............3 - 4 &lt;br /&gt;
  Bit..................5 - 8 &lt;br /&gt;
  Bunch.............9 - 16 &lt;br /&gt;
  A lot...............17 - 32 &lt;br /&gt;
  Plenty............33 - 64 &lt;br /&gt;
  Loads.............65 - 128 &lt;br /&gt;
&lt;br /&gt;
Note that the second tier commodities can come at most as a Bit, whilst tier three commodities will only come in smidgens. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; '''Extractors''' &lt;br /&gt;
&lt;br /&gt;
Common extractors can be found at any AI base. Advanced versions of certain of the common extractors (advanced harvesters, tree cutters) can only be gained through missions. &lt;br /&gt;
&lt;br /&gt;
Rare commodity extractors can be found in the following locations: &lt;br /&gt;
&lt;br /&gt;
[[Ring]] &lt;br /&gt;
&lt;br /&gt;
:Extractors- [[Commodities#Complete_Sortable_Listing|Tin]], [[Commodities#Complete_Sortable_Listing|Copper]], [[Commodities#Complete_Sortable_Listing|Silver]], [[Commodities#Complete_Sortable_Listing|Titanium]], [[Commodities#Complete_Sortable_Listing|Enriched Nuclear]] &lt;br /&gt;
:Blue Prints - [[Commodities#Complete_Sortable_Listing|Gold]], [[Commodities#Complete_Sortable_Listing|Platinum]], [[Commodities#Complete_Sortable_Listing|Diamond]]&lt;br /&gt;
&lt;br /&gt;
[[Absolution (Galaxy)|Absolution]] &lt;br /&gt;
&lt;br /&gt;
:Extractors: [[Commodities#Complete_Sortable_Listing|Ablution crystals]], [[Commodities#Complete_Sortable_Listing|Vis]], [[Commodities#Complete_Sortable_Listing|Psion Icicles]] &lt;br /&gt;
:Blueprints: [[Commodities#Complete_Sortable_Listing|Quantumum]], [[Commodities#Complete_Sortable_Listing|Energon]]&lt;br /&gt;
&lt;br /&gt;
[[Biologique]] &lt;br /&gt;
&lt;br /&gt;
:Extractors: [[Commodities#Complete_Sortable_Listing|Petroluem]], [[Commodities#Complete_Sortable_Listing|Jelly Bean]] &lt;br /&gt;
:Blueprints: [[Commodities#Complete_Sortable_Listing|Alien Bacteria]], [[Commodities#Complete_Sortable_Listing|Bacta]]&lt;br /&gt;
&lt;br /&gt;
[[Hyper]] &lt;br /&gt;
&lt;br /&gt;
:Extractors: [[Commodities#Complete_Sortable_Listing|Plasma Crystals]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; The remaining rarer extractors have to be built from BPs found in DGs, or through missions. &lt;br /&gt;
&lt;br /&gt;
=== What do I do with things after extracting?  ===&lt;br /&gt;
&lt;br /&gt;
Well, you can either sell them (to colonies, AI stations or players) or process them further. &lt;br /&gt;
&lt;br /&gt;
Many commodities can be changed into manufactured goods. You will find the items to do so in AI stations, or the BPs. There are numerous manufactured items to make, the simplest of which are Rations. Metals can be smelted into bars, space oats into whiskey and fine whiskey, and so forth. &lt;br /&gt;
&lt;br /&gt;
'''Some examples:''' &lt;br /&gt;
&lt;br /&gt;
Raw Materials -&amp;amp;gt; Refiner = Manufactured good. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; Peasent + silicon -&amp;amp;gt; Crack Palace = &lt;br /&gt;
Entertainers&lt;br /&gt;
4 Space oats -&amp;amp;gt; still = Space whiskey &lt;br /&gt;
&lt;br /&gt;
Peasent + Microchip -&amp;amp;gt; Galactic Training Module = Worker &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; And so on. Its up to you to discover what can be made! &lt;br /&gt;
&lt;br /&gt;
:''Hint: You'll find many of the rarer manufacturing process items in the special systems.''&lt;br /&gt;
&lt;br /&gt;
== How can I get a Colony? How do they work?  ==&lt;br /&gt;
&lt;br /&gt;
Colonies are the lynchpin to SS, and indeed are the only thing that allows you to be crowned emporer. They're also the source of great wealth, if run correctly. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Which skill will help me make good colonies?  ===&lt;br /&gt;
&lt;br /&gt;
[[Colonial Administration]] (CA) gives +4% suitability per level. This affects the base suitability of a planet, turning the dryest dustbowl into an Eden. Be aware that this figure is worked off the initial suitability, not a total figure. E.g. CA 10 on a planet with base suitability 37% will lead to a suitability of 52%, not 77%! &lt;br /&gt;
&lt;br /&gt;
CA costs 10 points / level. &lt;br /&gt;
&lt;br /&gt;
=== Planet suitability for Colonies  ===&lt;br /&gt;
&lt;br /&gt;
Each planet has three statistics that determine suitability for a colony. Temperature, climate and gravity. From worst to best: &lt;br /&gt;
&lt;br /&gt;
   Gravity - High -&amp;amp;gt; Low -&amp;amp;gt; Normal &lt;br /&gt;
   Temperature - Blistering -&amp;amp;gt; Frozen -&amp;amp;gt; Temperate &lt;br /&gt;
   Climate - Gaseous -&amp;amp;gt; Noxious -&amp;amp;gt; Terran &lt;br /&gt;
&lt;br /&gt;
Whilst I could explain the mechanics of how this works (each is multiplied together to get a base suitability), the Pantalones have created a handy table &amp;amp;amp; tool so you can quick check the suitability. &lt;br /&gt;
&lt;br /&gt;
External link: [http://ss.cranberymedia.net/tool/suitability.php Planet Suitability Table] &lt;br /&gt;
&lt;br /&gt;
Many thanks to the [[Pantalones]] for that! &lt;br /&gt;
&lt;br /&gt;
Suitability determines the growth rate, size limit and commodity pricing of a Colony. Obviously, the higher the better - 125% is the capped limit though. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== How to build them? ===&lt;br /&gt;
&lt;br /&gt;
Firstly, you'll need an attached base on the planet. Then you'll have to get a colony blueprint from an AI base and build it in the construction tab, as you would any other. The type of colony print determines the size of the initial colony. &lt;br /&gt;
&lt;br /&gt;
:''Hint: CA types can find specialist colony prints in Sol, that are a lot cheaper than usual ones.''&lt;br /&gt;
&lt;br /&gt;
Once you have built a colony, you will have a colony tab that you can check. The prices are what the colony will generally buy commods for. The larger the colony, the higher the prices they will pay, and the more of a commodity they will buy. Thus, population means credits! &lt;br /&gt;
&lt;br /&gt;
Look at the colony tab, and see how much the colony is willing to pay for each commodity, then go to the control tab and use &amp;quot;add trade good&amp;quot; to set prices for those commodities somewhat below the price the colony is offering.  The lower the price, the more they will buy.  It's up to you to do the math to find the right balance.  Then, just make sure your base stays stocked with those commodities, and you're all set.  &lt;br /&gt;
&lt;br /&gt;
Important!: these prices can fluctuate, and are a lot easier to &amp;quot;crash&amp;quot; than AI stations. &lt;br /&gt;
&lt;br /&gt;
Colonies have a &amp;quot;tick over&amp;quot; rate of once / 2 hrs. Colonies will only buy / sell items on this tick. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Ok, how do I make them grow?  ===&lt;br /&gt;
&lt;br /&gt;
There are two main ways to do this, and one more sneaky, but apparently &amp;quot;ok&amp;quot; way. &lt;br /&gt;
&lt;br /&gt;
Colonies will grow by themselves, dependant on suitability, if kept fed with rations. Growth is exponential, meaning the higher the size, the faster it will grow. Simply set the trade window to sell rations, the colony will buy what it needs - note that a colony will buy less of a commodity the higher the price, so with rations it's generally sensible to undercharge the colony massively. &lt;br /&gt;
&lt;br /&gt;
The second way is to &amp;quot;peasent pump&amp;quot;. Colonies will buy peasents, adding to their populations. Thus you can ship in a lot of peasents and then sell them to the colony, both getting cash and increasing the size of the colony. &lt;br /&gt;
&lt;br /&gt;
The third way is to build multiple colonies. You can use the BP as many times you want, it will increase population. &lt;br /&gt;
&lt;br /&gt;
=== Are there any other tricks?  ===&lt;br /&gt;
&lt;br /&gt;
Lots. The main one is being able to sell vast amounts of peasents to a colony in its initial stages. Remember to sell your large colony an array of goods, to gain the most cash. E.g. Workers, Microchips, Entertainers .&lt;br /&gt;
&lt;br /&gt;
'''UPDATE:'''  Peasant Pumping doesn't work so well anymore, but you can still give your colony a big head start by building the colony Blueprint over and over again on the same base.  Just make sure you build them one at a time.  Choosing the option to build 50 at once will only waste your peasants and rations.   &lt;br /&gt;
&lt;br /&gt;
Lastly, its a good idea to allow prices to rise again if they crash, in order to make credits. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Wait.. what are these strange Alien Ruins?!?  ===&lt;br /&gt;
&lt;br /&gt;
There are six types of alien ruins in the universe - five you can see, one you'll have to have a very powerful scanner to detect. These are: [[Mzungu]], [[Faranji]], [[Bule]], [[Vazaha]], [[Paxian]] and [[Ur'Qa]]. &lt;br /&gt;
&lt;br /&gt;
When you build a colony on these planets, over time the inhabitants will un-earth strange technologies left behind by their past inhabitants. If you check the colony tab, you'll see them listed, usually at expensive prices. The older the colony, the more chance all will have been un-earthed. &lt;br /&gt;
&lt;br /&gt;
To extract these items, set the base to buy them at slightly higher than the Colony cost, and wait. Different items take differing amounts of time to extract. &lt;br /&gt;
&lt;br /&gt;
Important!: Ruin extracts are taken from a pool, weakest item first, so unless you want to waste cash extracting a weak item instead of a powerful one, its a very good idea to only set the base to extract one type at a time. &lt;br /&gt;
&lt;br /&gt;
:''Hint: Ruin items come in abundancies just like commodities, which determines the amount that can be extracted. Don't be surprised if you can't extract more than a few of the powerful items! Its also been rumoured that you can sell extracts back to a colony... but never confirmed.''&lt;br /&gt;
&lt;br /&gt;
== How do I protect my bases from other players?  ==&lt;br /&gt;
&lt;br /&gt;
Obviously, having better base gear will help, as will having more than one base protecting each other. Bases can build large healing weapons, that will heal each other, your slaves and you. You can further improve these odds by installing plating that gives resistances (or using kits that give it) and dampners that reduce damage taken. Augmentors will also help. &lt;br /&gt;
&lt;br /&gt;
However, there is a logical limitation to this, and Player vrs Base combat is broken at best. Ideally, you want to aim for the lowest level possible with the highest technology. Be aware that [[Adonis]] and even [[Andaman]] non-mastery bases are rather easy to wipe out. &lt;br /&gt;
&lt;br /&gt;
I'll leave you to work out how to do this - there's a very good reason most high level players build bases on their alternate characters, as loosing two weeks work and billions in credits is both possible, impossible to stop and extremely frustrating unless you can garentee their safety. You can do this by building five Achilles uber-monster bases, but the more practical and cheaper solution is simply to make base almost impregnable to the level range attacking the base. &lt;br /&gt;
&lt;br /&gt;
Until this changes, I would urge you to only build valuable bases on alternate characters. Also, be careful of trusting team-mates, the #1 cause of base loss is sabotage. Always have a black box on board in case. &lt;br /&gt;
&lt;br /&gt;
''Warning! A common error by low level builders is to forget about the nasty pest weapons, such as blow-worms that can kill bases with ease. Always installed Exterminator X or Ace pest controls on bases!'' &lt;br /&gt;
&lt;br /&gt;
=== Is it worth protecting a system? What are the benefits? What are the dangers?  ===&lt;br /&gt;
&lt;br /&gt;
Protecting a system, in theory, makes it like an AI controlled system in that any hostile action will trigger all of the defences. Thus any attack will trigger massive firepower. &lt;br /&gt;
&lt;br /&gt;
On the surface, this looks a great idea - in reality, it has a lot of dangers. Due to the way the PvP system works, if your base that could not be attacked by that Uber player armed to the teeth shoots at them through the protection system, they are then more than able to shoot back. This will lead to your base dying. &lt;br /&gt;
&lt;br /&gt;
Likewise, its extremely easy to force bases to attack you in a protected system - and people can take damage, get healed and then have no level protection to worry about. &lt;br /&gt;
&lt;br /&gt;
In practise, unless you're very certain of yourself, or are on one of the large teams, just don't do it. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Erm... yes, but how do I destroy bases?!?  ===&lt;br /&gt;
&lt;br /&gt;
Massive amounts of firepower and healers works, as does sabotage. Base vrs Base combat is also possible, given you can [[Tractor]] them around. &lt;br /&gt;
&lt;br /&gt;
Frankly killing bases is really easy if you know how the system works. I'll let you work that out for yourself. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Can you capture bases?  ===&lt;br /&gt;
&lt;br /&gt;
Yes. [[Capping]] works on bases just like on AI - the capping character must have enough skill for the tec level of the base, and enough free slots. &lt;br /&gt;
&lt;br /&gt;
If you want to hand over bases, the best way is to clear AI, and unequip the shield. Remember to make the base team once more when you've capped it, if other's are equipping weapons. Important: also unequip the weapons, or the base will open fire on the person capping it. &lt;br /&gt;
&lt;br /&gt;
'''Warning! Capping a base destroys any parked ships in it.''' &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Can I upgrade the tec level of bases?  ===&lt;br /&gt;
&lt;br /&gt;
Yes, there are items that allow you to do this. AI stations carry some, ruins have others. You'll need station mastery to use these items. &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; &lt;br /&gt;
&lt;br /&gt;
=== Any other tricks / tips?  ===&lt;br /&gt;
&lt;br /&gt;
Bases can have chargers, solar collectors and so on, even without building the base versions, and ship dampeners work on them as well. You should aim to install [[Diffusers#Dampners_.28for_bases.29|dampeners]], an [[Overloaders#Base_Overloaders|overloader]] (bowstring etc), [[List of base gear#Shield_Chargers|charger]], [[Solar Panels|Apollo's Collectors]] and so on. &lt;br /&gt;
&lt;br /&gt;
The best aug combos for bases, I find, is usually 2 range, 1 firing and 1 God shield aug (dio / athena). &lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt; There's a few very nasty ways to wipe bases out, but I'm not telling you how. &lt;br /&gt;
&lt;br /&gt;
== Credits ==&lt;br /&gt;
&lt;br /&gt;
{{copied-cc}} &lt;br /&gt;
&lt;br /&gt;
The original article was copied from the Star Sonata forum and can be found in [http://www.starsonata.com/forum/viewtopic.php?p=123468#123468 this] thread. &lt;br /&gt;
&lt;br /&gt;
The following notes were left in the guide regarding redistributing: &lt;br /&gt;
&lt;br /&gt;
''Copyleft Comet Chaser - feel free to reproduce it, but at no cost &amp;amp;amp; give a smidgen of credit! '' ''Thanks and credit also to: '' ''GrimSweeper, for writing a prior guide, that forms the core of most of this guide. '' ''Calypso for resource expertise.'' ''Pantalones genius who made the Base slot tool &amp;amp;amp; suitability table.'' &lt;br /&gt;
&lt;br /&gt;
[[Category:Bases]]&lt;br /&gt;
[[Category:Player station guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Paladin%27s_Base_Guide&amp;diff=57742</id>
		<title>Paladin's Base Guide</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Paladin%27s_Base_Guide&amp;diff=57742"/>
				<updated>2023-07-03T07:01:36Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Removed afterward as Paladin no longer plays&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Paladin’s Base Building Guide'''&lt;br /&gt;
'''Why, Paladin, Why?'''&lt;br /&gt;
&lt;br /&gt;
The best base building guide previously available to the general SS community is CometChaser’s awesome guide, which is the one I leant to build from. But due to changes which have occurred recently (and earlier than recently) I feel that an updated version should be created, and perhaps I can fill in some things that CometChaser missed. Her guide, however, is awesome (as I said above…), you should probably read that one too incase I missed anything. I’m sure people will let me know if I have…&amp;lt;br&amp;gt;Also – People keep asking questions about bases on All chat. Refer them to this guide please.&lt;br /&gt;
&lt;br /&gt;
'''Why build a base?'''&lt;br /&gt;
&lt;br /&gt;
Bases are a source of great income; you can use them to build items, to mine commodities, to run colonies, to raise team score and to secure areas of space against your enemies.&lt;br /&gt;
&lt;br /&gt;
'''What skills do I need to build a base?'''&lt;br /&gt;
&lt;br /&gt;
The main skill associated with base building is Station Management – This determines how many, and what tech base you can build.&amp;lt;br&amp;gt;The level in Station Management is the maximum base tech you can deploy.&amp;lt;br&amp;gt;The amount of stations you can drop depends on the tech of the kit you deploy. To work out how many you can deploy, first look at what kit you want to drop.&amp;lt;br&amp;gt;Your station kit will have a name like “Station Kit VII” (a tech sixteen kit). The number at the end of the station kit name, in this case, seven. That is the amount of ‘station slots’ it takes up.&amp;lt;br&amp;gt;The total amount of slots you have is equal to your Station Management level multiplied by two.&amp;lt;br&amp;gt;So, with Station Management sixteen, you have thirty-two station slots. A tech sixteen kit takes seven slots. The most amount of times that seven will go into thirty-two is four, taking up twenty-eight slots. This leaves four slots remaining, with four tech level sixteen bases remaining.&lt;br /&gt;
&lt;br /&gt;
Slots per tech:&amp;lt;br&amp;gt;Tech 0-1 (Arcadian) = 1 Slot&amp;lt;br&amp;gt;Tech 3 (Apollo) = 2 Slots&amp;lt;br&amp;gt;Tech 6 (Ares) = 3 Slots&amp;lt;br&amp;gt;Tech 9 (Adonis) = 4 slots&amp;lt;br&amp;gt;Tech 12 (Argonaut) = 5 slots&amp;lt;br&amp;gt;Tech 14 (Ambrosia/Avalon) = 6 slots&amp;lt;br&amp;gt;Tech 16 (Andaman) = 7 slots&amp;lt;br&amp;gt;Tech 18 (Achilles) = 8 slots&amp;lt;br&amp;gt;Tech 20 (Annihilator) = 9 slots&lt;br /&gt;
&lt;br /&gt;
Note – After one of your account’s characters has gone over half maximum base slots, the next character to deploy bases will have half base slots, the third a third base slots, the fourth one quarter, and the fifth one fifth. This is to stop single people from owning large amounts of galaxies. It is possible, of course, to make multiple accounts per person.&lt;br /&gt;
&lt;br /&gt;
'''How do you build a base?'''&lt;br /&gt;
&lt;br /&gt;
Basically, you get a base kit and deploy it in a galaxy. There are limits to where you can build, the galaxy must not be in perilous space or the nexus level of the universe. The galaxy should also not be protected by a player team, and not owned or protected by an AI team.&amp;lt;br&amp;gt;You can buy base kits of tech level 0-14 in regular AI stations, tech level 16 from Iq’bana and End of the Universe galaxies (found in perilous space), also unattached t16 kits come from regular AI stations (but they require StM to drop), and higher tech base kits are drops in DGs.&lt;br /&gt;
&lt;br /&gt;
There are two types of base kit – Attached Kits and Unattached – and the differences are quite obvious.&amp;lt;br&amp;gt;Attached kits can be attached to a planet, moon or asteroid, and will be able to mine from the planet or moon, build a colony, and they move around the galaxy with the planet or moon. Bases built on asteroids become stationary kits once the asteroid is mined by a mining weapon, they cannot mine from the asteroid.&lt;br /&gt;
&lt;br /&gt;
Stationary kits are deployed wherever you like, except for on top of a wormhole, sun, planet or other object. (They can, however, be tractored around to wherever you want them to be) (Be careful about placing bases on certain suns, as they can be damaged by it.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;''Warning'' – bases lower than tech 9, with Adonis gear equipped, are unlikely to survive in any galaxy, even the lowest warp levels. Ares bases can survive (with a shield capacitor equipped) but they can be taken down fairly easily if multiple AI attack, or players. Bases are not invincible, even with Adonis or higher gear.&lt;br /&gt;
&lt;br /&gt;
'''Other skills'''&lt;br /&gt;
&lt;br /&gt;
Other skills that will help with base building are:&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Drone Deployment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;With this, you can deploy drones which have a permanent life-span, and they can be used to defend your galaxy for weeks. There are many types of permanent-drones, and they can be attained by building, capturing, or buying from certain AI stations. Popular drones are the Adonis, Argonaut or Ambrosia drone types, which can be built in your stations using blueprints. They have shield transference weapons, and so can heal your bases, slaves and other drones.&amp;lt;br&amp;gt;There are also useful drones which can stop AI and players from warping out of your galaxy, preventing attackers from escaping your galaxy. (Nihilite and Warptastic Drones, which are captured in Nihilite, Steppes or Ruby Steppes)&amp;lt;br&amp;gt;Drone Mastery skills do not improve these drones.&amp;lt;br&amp;gt;You can apply augmenters to the drones by using the Astral Injection skill. To do this, you can apply an augmenter of lower tech than your Astral Injection skill. Then, take the augmenter to the drone, select the drone, and drop the augmenter. If the drone has augmenter slots (not all of them do), then it will be applied to it.&amp;lt;br&amp;gt;''Note'' – Applied drone augmenters are lost when the drone is scooped! So you will need to reaug them if you move it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Station Research&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;This skill grants you more base slots, allowing you to create more bases.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Station Tweaking&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;This is like Augmenter Tweaking for your ship, or Slave Tweaking for your slaves – It will add a 2% bonus to your station augmenter stats per level.&lt;br /&gt;
&lt;br /&gt;
'''What do I need to make a base?'''&lt;br /&gt;
&lt;br /&gt;
A few important points about bases:&amp;lt;br&amp;gt;• Bases equip items using workers, most items that you equip take one worker to equip. Workers are ‘tied’ to an item, so will be used up as long as that item is equipped. 200 extensor type items will take 200 workers. You will not be able to remove those workers from the base while those items are equipped.&amp;lt;br&amp;gt;• Workers eat rations. Without rations, all the items on your base will be unequipped except for your shield (this will likely stop working and your base’s shield level will drop to zero, due to a lack of energy). One worker will eat 0.6 rations per hour. Make sure that rations are always present on the base. Always.&amp;lt;br&amp;gt;• Base-only energy items (with a couple of exceptions, Adonis and Avalon energies) will use up nuclear waste, in a similar way to ship-energies which use up nuclear waste. The higher tech you make, the more nuclear waste they will use per minute.&amp;lt;br&amp;gt;• Base gear is far more powerful than ship items of the same tech, you should always try to build and equip base gear of the highest tech possible on your base.&amp;lt;br&amp;gt;• Bases can only equip gear which is lower than, or else equal to, the tech level of the kit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Base Survival'''&lt;br /&gt;
&lt;br /&gt;
Bases are a great investment, and can yield great profits or benefits in the form of items for you and your team, and galaxies of all warp levels are littered with bases of people who have failed to make a base that can survive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Station Mastery&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is one of the ‘trade skills’ which exist within the game. They are trained through missions in Free Market.&amp;lt;br&amp;gt;Station Management improves the strength of your stations, raising most stats by 5.5% per level. This can improve the power of your station to far above that of a non-station mastery base.&amp;lt;br&amp;gt;Of course, it isn’t profitable to have all Station Mastery (StM) bases in a galaxy, and your team, or you, if you are building solo, should try to have a mix of all the different trade skills. The other ones will be mentioned more appropriate sections of this guide.&lt;br /&gt;
&lt;br /&gt;
'''Improved Base Kits:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Loaded Base Kits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are only available at low techs from regular AI stations. They come equipped with a couple of extensors, rations, workers, metals, and a basic AI base shield, weapon, radar and energy.&lt;br /&gt;
&lt;br /&gt;
Base kits can be upgraded, to give them higher resistances, and built in bonuses to shielding, range and other stats. The BPs for these drop in DGs and from bosses.&amp;lt;br&amp;gt;They can be upgraded, in order of power, to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fortified Kits&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;These are built using the regular kit of the desired tech, and titanium sheets, along with some metals and credits. The fortified kit gets a bonus to shield. The resists are dependent upon the tech of the kit.&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Laconia Kits&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;These are built using a fortified kit of the desired tech, laconia sheets, along with more metals and credits. This gains higher resists, and a higher bonus to shields.&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Demented Kits&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;These are built using a laconia kit of the desired tech, dementium, along with even more metals and credits. This gives even higher resists, a bonus to shields, and often a small bonus to range of base weaponry. These can equip five augs.&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Adamantized Kits&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;These are built using a demented kit of the desired tech, adamantium sheets (typically 2-3), and still more metals and credits. This gives the highest level of resists, a larger bonus to shielding, range and some other stats. This is the highest level of base kit you can get, and are very expensive, but if you need a base to survive, this is the best way to do it. These can equip six augs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Augmenters for Bases'''&lt;br /&gt;
&lt;br /&gt;
Most base kits can equip four augmenters (with the exception of the urqa base kits, which have six slots, Demented kits which have 5, and ada kits which have 6). One of the most common causes of base destruction is bad augging, or no augging at all. With the right augs, bases can become far more powerful than any other thing in game.&lt;br /&gt;
&lt;br /&gt;
With the recent rebalance, there is another change to bases aside from the necessity of chargers. Base augmenters, augmenters built from blueprints that can be equipped solely on bases, have been improved greatly, they are the only thing you should use. The blueprints drop in DGs and off regular AI sometimes. They take a regular aug dependent upon aug tech, some promethium, metals and credits. They are quite large.&amp;lt;br&amp;gt;Arcadian = Minor Augmenter&amp;lt;br&amp;gt;Adonis = Basic Augmenter&amp;lt;br&amp;gt;Argonaut = Standard Augmenter&amp;lt;br&amp;gt;Ambrosia = Good Augmenter&amp;lt;br&amp;gt;Andaman = Excellent Augmenter&amp;lt;br&amp;gt;Achilles = Superior Augmenter&amp;lt;br&amp;gt;There are no Annihilator Augmenters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;A full set of base gear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;As mentioned previously, base gear is greatly more powerful than player gear of the same tech level, and should always be used in preference to regular gear.&amp;lt;br&amp;gt;There are eleven types of base gear, these are:&lt;br /&gt;
&lt;br /&gt;
Arcadian (t3) not an official type of base gear. The only blueprints available are for Arcadian base augs. This type of base will die easily.&amp;lt;br&amp;gt;Ares (t6) not an official type of base gear, not all the blueprints are available for this tech. This type of base is likely to die, unless in a large group.&amp;lt;br&amp;gt;Adonis (t9) this is an official type of base. Blueprints for this are available in most AI bases. This should be the minimum that you make for your stations.&amp;lt;br&amp;gt;Argonaut (t12) blueprints are available for this in Underworld’s AI station.&amp;lt;br&amp;gt;Ambrosia (t14) blueprints are available for this in Nihilite’s AI station.&amp;lt;br&amp;gt;Avalon (t14) weaker than Ambrosia, and rarely used, however, the energy bank for this does not require nuclear waste, and is more efficient with energy than the ambrosia gear. Ambrosia gear should be used in preference. BPs drop in DGs. There are only energy, protector, laser and radar blueprints.&amp;lt;br&amp;gt;Andaman (t16) blueprints are available for this in Hyper’s AI station.&amp;lt;br&amp;gt;Achilles (t18) blueprints are dropped from DGs.&amp;lt;br&amp;gt;Urqa Base Gear (t18) items drop from the Iq’bana queen, and are produced through blueprints and missions.&amp;lt;br&amp;gt;Annihilator (t20) blueprints drop from Ubers and bosses in the UZ.&amp;lt;br&amp;gt;Adamuntized (t20) blueprints for this drop very rarely from bosses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Other than that, there are some pieces of gear that are found only in certain locations:&lt;br /&gt;
&lt;br /&gt;
Shield and Energy Capacitors, the blueprints for these are found in Free Market, except for the Ares type, which are found in any regular AI station. They a large amount of bank to your shield or energy of a base, they are essential!&amp;lt;br&amp;gt;Adonis / Argonaut Plating, these blueprints are found in Free Market’s AI station, they take titanium sheets and some other commodities to make, and add a large amount to the resists of your station. These have a failure rate.&amp;lt;br&amp;gt;Base Dampners, these are bought at Free Market’s AI station, in the items section, it is a good idea to fit these to every station. There are four of them, physical, mining, laser and energy, and they will add 55% to the resists of your station. They are quite expensive though, at 40m credits each. They have no failure rate, however.&amp;lt;br&amp;gt;The heat and surgical types can be built from blueprints found in DGs, but these have a much higher price tag.&amp;lt;br&amp;gt;Transference Inhibitors / Facilitators, these blueprints are dropped in DGs, and range from Adonis to higher techs. Inhibitors cause the base to take less damage when using a shield transference, and gain less shields when healed. Facilitators do the opposite, causing them to take more damage when healing, but receive more shields when healed.&amp;lt;br&amp;gt;Hydrophonics, these are effectively miniature space oat gardens, which can be equipped to any base, and will create space oats. These can then be turned into rations using MRE factories, and used to feed your base. These are found in high-DF DGs, and from missions.&amp;lt;br&amp;gt;Trandsim, Retardis, Tardis Extension BPs, these add much larger amounts of hull to your stations than Extensors X, Y or Z, and are found from DGs. The Transdim BP is also found from Mzungu Ruins.&amp;lt;br&amp;gt;External Ablative Armour - This is created from a blueprint purchased at a regular AI station. This will give your base 80% resists to all types of damage, with a low failure chance. These are extremely useful, but they do fail. Don't expect all 10 you built today to still be there tomorrow.&amp;lt;br&amp;gt;Pest Control Items - There are weapons that spawn pests in your station's inventory, such as the blowworm syringe. These pests multiply, and do damage to your electricity or shield based on the amount of the pests present within the station. You can make these weapons ineffective by equipping Mzungu Cleaners, Ace Pest Controls, Exterminators or Ares Pest Controls. The latter are most powerful and quite easy to create, from a BP from any AI base. Having one of these is highly recommended!&lt;br /&gt;
&lt;br /&gt;
And there are probably many items I have missed…&lt;br /&gt;
&lt;br /&gt;
What is a ‘full set’ of base gear?&lt;br /&gt;
&lt;br /&gt;
With the recent (at the time of writing) rebalance, all of the base gear was included in the rebalance, and so there are some new things to do with bases.&lt;br /&gt;
&lt;br /&gt;
The smallest recommended set of gear to put on a base is:&lt;br /&gt;
&lt;br /&gt;
Laser&amp;lt;br&amp;gt;Energybank&amp;lt;br&amp;gt;Protector (shield)&amp;lt;br&amp;gt;Radar (It is not required that you have a ‘base’ type radar, regular AI ones work, but ‘base’ radars are much stronger.)&lt;br /&gt;
&lt;br /&gt;
This will keep your base alive and able to fight, but it won’t be powerful or very able to defend a galaxy.&amp;lt;br&amp;gt;The rebalance nerfed the regeneration rates of base shields greatly, so it is now advisable to equip a charger on all bases. This will add a large amount to base shield regen. Base chargers usually take two of the type of shield, and a ship-type charger.&amp;lt;br&amp;gt;e.g. Andaman Charger takes two Andaman protectors, one argonium charger, metals, promethium and credits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Base Weaponry:&amp;lt;br&amp;gt;Pulsegun (short range, high damage, high rate of fire) each tech of pulse does a different damage type, so it can be advisable to equip multiple types so that you can take advantage of different levels of resists in your targets.&amp;lt;br&amp;gt;Adonis = Energy, Argo = Energy, Ambro = Heat, Andaman = Surgical, Achilles = Mining, There is no Anni Pulse [Thanks Acidflame!]&amp;lt;br&amp;gt;Magcannon (long range, good damage, medium rate of fire)&amp;lt;br&amp;gt;Superlaser (slightly longer range than regular lasers, lower damage than regular laser, but gives whatever it hits a –transference vulnerability, which causes all healing done on the target to have a lower effect) blueprints for this are found in Lyceum, and requires the infinite knowledge skill.)&amp;lt;br&amp;gt;Shield Transference (this is a powerful healing weapon with high-range, useful to keeping drones, stations and other objects in the galaxy alive.)&lt;br /&gt;
&lt;br /&gt;
It is recommended that you equip all your bases with all these weapons.&lt;br /&gt;
&lt;br /&gt;
Note - Bases can only equip a max of 6 weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''So, where to build?'''&lt;br /&gt;
&lt;br /&gt;
The places you can build are listed above, but different galaxies have different resources. Obviously you want to get as good a galaxy as you wish.&amp;lt;br&amp;gt;To find out what types of commodities are on the planets or moons in your galaxy, you must find a planetscanner. Planetscanners are on sale in regular AI stations, however, these are only power 1.&amp;lt;br&amp;gt;Different types of commodities take different powers to scan, and the same is true of ruins, which I’ll probably type about later.&lt;br /&gt;
&lt;br /&gt;
Commodities are arranged in tiers, there are three tiers.&amp;lt;br&amp;gt;Tier 0 commodities are:&amp;lt;br&amp;gt;Metals, Space Oats, Nuclear Waste, Silicon, Boabobs,.&amp;lt;br&amp;gt;Tier1 commodities are:&amp;lt;br&amp;gt;Jelly Beans, Copper, Tin, Vis, Petroleum, Silver, Titanium.&amp;lt;br&amp;gt;Tier 2 (come in smidgens, a little or bits) commodities are:&amp;lt;br&amp;gt;Alien Bacteria, Gold, Quantumum, Diamond, Ablution Crystals, Laconia, Enriched Nuclear Waste, Plasma Crystals, Psion Icicles.&amp;lt;br&amp;gt;Tier 3 (only come in smidgins) commodities are:&amp;lt;br&amp;gt;Bacta, Rubicite, Energon, Adamantium, Platinum, Fermium, Dark Matter, Frozen Blob.&lt;br /&gt;
&lt;br /&gt;
Scanner power ranges from 1-20, with the highest power scanners usable only by people with certain skills. A power 20 scanner will reveal all commodities present on a planet or moon, power 1 will reveal only tier 0 commodities.&amp;lt;br&amp;gt;Extractors for higher tier commodities can be very expensive, but the tier 0 extractors are all available in most AI stations for a small cost.&lt;br /&gt;
&lt;br /&gt;
Note – For tier 0 commodities, there are regular and advanced extractors. Since you can only equip a certain amount of extractors, dependent upon the abundance of the commodity you have on the planet or moon, but you can equip equal amounts of regular and advanced extractors, giving you greater speed of extraction, and improving overall profit.&lt;br /&gt;
&lt;br /&gt;
Planets / Moons have different commodities in different amounts. This determines the amount of extractors you can equip.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extraction Expert&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This skill allows you to use more powerful planetscanners, so that you can see the most advanced and profitable resources. And it adds 6% extraction speed, and 6% base hull per level. This is extremely useful, especially when it comes to higher tier commodities.&lt;br /&gt;
&lt;br /&gt;
So, what can you do with these commodities that you extract?&lt;br /&gt;
&lt;br /&gt;
Well, there are several things…&lt;br /&gt;
&lt;br /&gt;
Use factory-type items to change them into other commodities.&lt;br /&gt;
&lt;br /&gt;
There are items, such as MRE Factories and Microfabs, which will turn the commodities that you extract into other types. These are useful for selling, or using to build other items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Use them to build blueprint items&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In every station, there is a construction bay, you can equip blueprints to your base, and make items by double-clicking on the blueprint name in the alphabetized list. This takes commodities, and occasionally other items, and usually some credits.&lt;br /&gt;
&lt;br /&gt;
Use slaves to haul them to another station, or an AI station to sell them.&lt;br /&gt;
&lt;br /&gt;
By building a trading bay, which takes some metals and a few credits, and equipping it, allows your station to sell commodities and all other types of items. Using this item, you can make a shop, buy items from colonies, or just allow your base to trade with your slaves.&amp;lt;br&amp;gt;Slaves are very important with bases. It is infinitely advisable that you use them. It will make your life much easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Merchant Fleet Master&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is another trade skill, which is themed around making trade slaves stronger. Per level, you will get a 2% bonus to most slave stats, such as agility and speed, aswell as a 10% bonus to capacity and shields. Slaves of this type are an excellent way to improve your commodity hauling ability. But it is a trade skill best reserved for alt accounts, since your bases will not have any bonuses, just the slaves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Colonies'''&lt;br /&gt;
&lt;br /&gt;
Colonies are built by players, and they grow over time.&amp;lt;br&amp;gt;The unit of time for a colony is a year, this is also referred to as a ‘tick’, a year is gained by a colony once every two hours, and this is the time that they purchase or sell commodities and ruin items to the station which exists on the planet they do.&lt;br /&gt;
&lt;br /&gt;
Colonies are built from blueprints.&amp;lt;br&amp;gt;These blueprints take rations, metals and peasants. They exist in various shapes and sizes. The amount of peasants involved in the colony blueprint is the amount that the colony will start with. It is possible to run the blueprint multiple times, which will result in a higher starting population. Blueprints can be purchased from AI bases, and some of the more advanced ones are bought from Earth Central, or extracted from Paxian Ruins (Though these require the colonial administrator skill to use).&lt;br /&gt;
&lt;br /&gt;
Colonies can only be built on planets. When you scan a planet, you will see a description of the conditions on it. For example, “Normal Gravity, Temperate, Terran”. From this you can work out the suitability of the planet. There is a helpful table that the team Pantalones has made, detailing the suitability of every possible planet.&lt;br /&gt;
&lt;br /&gt;
Suitability ranges from 18% to 100%, and this can be improved through various means.&lt;br /&gt;
&lt;br /&gt;
One of these means is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Colonial Administrator&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last trade skill to be mentioned in this guide. This skill allows you to improve the planet’s suitability that you have built a base on from a Colonial Administrator character.&amp;lt;br&amp;gt;This grants a 5% bonus to planet suitability per level.&amp;lt;br&amp;gt;It is common practice to put a low tech ‘booster base’ on a planet with a colony, and a non-CA base. This will not grant the full CA bonus, but part of it.&lt;br /&gt;
&lt;br /&gt;
The other way of improving planet suitability is Terraforming.&amp;lt;br&amp;gt;This was introduced to the game recently, and allows you to improve planetary suitability by a certain percentage. These projects can be quite expensive, but can yield great profit by allowing you to make more colonies in a galaxy full of low-suitability planets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Yes, but…how do colonies work?'''&lt;br /&gt;
&lt;br /&gt;
Over time, the colony will grow from the starting population of a few thousand, into billions of inhabitants. To allow this to happen, you must make sure that the base is permanently stocked with rations. And that the station is set to sell these rations to the colony at a price which is lower than the colony price listed in the colony tab on your station. The colony will feed itself.&amp;lt;br&amp;gt;You can also ‘pump’ the colony with peasants which you could buy from an AI base. This will make the colony grow faster. The colony will buy less and less peasants as it grows, so it is best to do this early on.&lt;br /&gt;
&lt;br /&gt;
To make money from a colony, you must sell commodities to it. It will buy most of the commodities that you can purchase from an AI base.&amp;lt;br&amp;gt;Note – The colony will not buy commodities which are present on the planet on which it exists for a very high price. They mine them themselves.&lt;br /&gt;
&lt;br /&gt;
It is advised to let your colony grow to a few million, or even a billion, population, before selling other commodities to it. Selling commodities to it slows the growth of it.&amp;lt;br&amp;gt;Suitability is directly proportional to the growth rate. 125% suitability is the highest possible.&lt;br /&gt;
&lt;br /&gt;
A colony with a population of one billion can potentially make several million credits per day, and more if done right! If it is supplied with enough commodities, at the right prices.&lt;br /&gt;
&lt;br /&gt;
Colonies will buy commodities for prices and quantities based on various things.&amp;lt;br&amp;gt;The first is the difference between your price, and the colony price. Bigger difference equals higher quantity sold, but less profit for you per commod.&amp;lt;br&amp;gt;Population effects it greatly, a higher population will buy more commodities.&lt;br /&gt;
&lt;br /&gt;
A common mistake / problem with colony builders is that they forget to lower prices slowly, so as to achieve the best quantity / price for their commodities.&amp;lt;br&amp;gt;I recommend that you lower prices down to the price you wish to sell it at, which should be relatively low, if you have quite a high volume of commodities, and lower the price slowly over around 3-4 ticks.&amp;lt;br&amp;gt;The colony will buy massive amounts during this time, and if you do it slowly enough, they will keep a relatively high amount of purchases per tick for the rest of the uni.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Player station guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Paladin%27s_Base_Guide&amp;diff=57740</id>
		<title>Paladin's Base Guide</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Paladin%27s_Base_Guide&amp;diff=57740"/>
				<updated>2023-07-03T06:27:42Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Moved to player station guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Paladin’s Base Building Guide'''&lt;br /&gt;
'''Why, Paladin, Why?'''&lt;br /&gt;
&lt;br /&gt;
The best base building guide previously available to the general SS community is CometChaser’s awesome guide, which is the one I leant to build from. But due to changes which have occurred recently (and earlier than recently) I feel that an updated version should be created, and perhaps I can fill in some things that CometChaser missed. Her guide, however, is awesome (as I said above…), you should probably read that one too incase I missed anything. I’m sure people will let me know if I have…&amp;lt;br&amp;gt;Also – People keep asking questions about bases on All chat. Refer them to this guide please.&lt;br /&gt;
&lt;br /&gt;
'''Why build a base?'''&lt;br /&gt;
&lt;br /&gt;
Bases are a source of great income; you can use them to build items, to mine commodities, to run colonies, to raise team score and to secure areas of space against your enemies.&lt;br /&gt;
&lt;br /&gt;
'''What skills do I need to build a base?'''&lt;br /&gt;
&lt;br /&gt;
The main skill associated with base building is Station Management – This determines how many, and what tech base you can build.&amp;lt;br&amp;gt;The level in Station Management is the maximum base tech you can deploy.&amp;lt;br&amp;gt;The amount of stations you can drop depends on the tech of the kit you deploy. To work out how many you can deploy, first look at what kit you want to drop.&amp;lt;br&amp;gt;Your station kit will have a name like “Station Kit VII” (a tech sixteen kit). The number at the end of the station kit name, in this case, seven. That is the amount of ‘station slots’ it takes up.&amp;lt;br&amp;gt;The total amount of slots you have is equal to your Station Management level multiplied by two.&amp;lt;br&amp;gt;So, with Station Management sixteen, you have thirty-two station slots. A tech sixteen kit takes seven slots. The most amount of times that seven will go into thirty-two is four, taking up twenty-eight slots. This leaves four slots remaining, with four tech level sixteen bases remaining.&lt;br /&gt;
&lt;br /&gt;
Slots per tech:&amp;lt;br&amp;gt;Tech 0-1 (Arcadian) = 1 Slot&amp;lt;br&amp;gt;Tech 3 (Apollo) = 2 Slots&amp;lt;br&amp;gt;Tech 6 (Ares) = 3 Slots&amp;lt;br&amp;gt;Tech 9 (Adonis) = 4 slots&amp;lt;br&amp;gt;Tech 12 (Argonaut) = 5 slots&amp;lt;br&amp;gt;Tech 14 (Ambrosia/Avalon) = 6 slots&amp;lt;br&amp;gt;Tech 16 (Andaman) = 7 slots&amp;lt;br&amp;gt;Tech 18 (Achilles) = 8 slots&amp;lt;br&amp;gt;Tech 20 (Annihilator) = 9 slots&lt;br /&gt;
&lt;br /&gt;
Note – After one of your account’s characters has gone over half maximum base slots, the next character to deploy bases will have half base slots, the third a third base slots, the fourth one quarter, and the fifth one fifth. This is to stop single people from owning large amounts of galaxies. It is possible, of course, to make multiple accounts per person.&lt;br /&gt;
&lt;br /&gt;
'''How do you build a base?'''&lt;br /&gt;
&lt;br /&gt;
Basically, you get a base kit and deploy it in a galaxy. There are limits to where you can build, the galaxy must not be in perilous space or the nexus level of the universe. The galaxy should also not be protected by a player team, and not owned or protected by an AI team.&amp;lt;br&amp;gt;You can buy base kits of tech level 0-14 in regular AI stations, tech level 16 from Iq’bana and End of the Universe galaxies (found in perilous space), also unattached t16 kits come from regular AI stations (but they require StM to drop), and higher tech base kits are drops in DGs.&lt;br /&gt;
&lt;br /&gt;
There are two types of base kit – Attached Kits and Unattached – and the differences are quite obvious.&amp;lt;br&amp;gt;Attached kits can be attached to a planet, moon or asteroid, and will be able to mine from the planet or moon, build a colony, and they move around the galaxy with the planet or moon. Bases built on asteroids become stationary kits once the asteroid is mined by a mining weapon, they cannot mine from the asteroid.&lt;br /&gt;
&lt;br /&gt;
Stationary kits are deployed wherever you like, except for on top of a wormhole, sun, planet or other object. (They can, however, be tractored around to wherever you want them to be) (Be careful about placing bases on certain suns, as they can be damaged by it.)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;''Warning'' – bases lower than tech 9, with Adonis gear equipped, are unlikely to survive in any galaxy, even the lowest warp levels. Ares bases can survive (with a shield capacitor equipped) but they can be taken down fairly easily if multiple AI attack, or players. Bases are not invincible, even with Adonis or higher gear.&lt;br /&gt;
&lt;br /&gt;
'''Other skills'''&lt;br /&gt;
&lt;br /&gt;
Other skills that will help with base building are:&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Drone Deployment&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;With this, you can deploy drones which have a permanent life-span, and they can be used to defend your galaxy for weeks. There are many types of permanent-drones, and they can be attained by building, capturing, or buying from certain AI stations. Popular drones are the Adonis, Argonaut or Ambrosia drone types, which can be built in your stations using blueprints. They have shield transference weapons, and so can heal your bases, slaves and other drones.&amp;lt;br&amp;gt;There are also useful drones which can stop AI and players from warping out of your galaxy, preventing attackers from escaping your galaxy. (Nihilite and Warptastic Drones, which are captured in Nihilite, Steppes or Ruby Steppes)&amp;lt;br&amp;gt;Drone Mastery skills do not improve these drones.&amp;lt;br&amp;gt;You can apply augmenters to the drones by using the Astral Injection skill. To do this, you can apply an augmenter of lower tech than your Astral Injection skill. Then, take the augmenter to the drone, select the drone, and drop the augmenter. If the drone has augmenter slots (not all of them do), then it will be applied to it.&amp;lt;br&amp;gt;''Note'' – Applied drone augmenters are lost when the drone is scooped! So you will need to reaug them if you move it.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Station Research&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;This skill grants you more base slots, allowing you to create more bases.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Station Tweaking&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;This is like Augmenter Tweaking for your ship, or Slave Tweaking for your slaves – It will add a 2% bonus to your station augmenter stats per level.&lt;br /&gt;
&lt;br /&gt;
'''What do I need to make a base?'''&lt;br /&gt;
&lt;br /&gt;
A few important points about bases:&amp;lt;br&amp;gt;• Bases equip items using workers, most items that you equip take one worker to equip. Workers are ‘tied’ to an item, so will be used up as long as that item is equipped. 200 extensor type items will take 200 workers. You will not be able to remove those workers from the base while those items are equipped.&amp;lt;br&amp;gt;• Workers eat rations. Without rations, all the items on your base will be unequipped except for your shield (this will likely stop working and your base’s shield level will drop to zero, due to a lack of energy). One worker will eat 0.6 rations per hour. Make sure that rations are always present on the base. Always.&amp;lt;br&amp;gt;• Base-only energy items (with a couple of exceptions, Adonis and Avalon energies) will use up nuclear waste, in a similar way to ship-energies which use up nuclear waste. The higher tech you make, the more nuclear waste they will use per minute.&amp;lt;br&amp;gt;• Base gear is far more powerful than ship items of the same tech, you should always try to build and equip base gear of the highest tech possible on your base.&amp;lt;br&amp;gt;• Bases can only equip gear which is lower than, or else equal to, the tech level of the kit.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''Base Survival'''&lt;br /&gt;
&lt;br /&gt;
Bases are a great investment, and can yield great profits or benefits in the form of items for you and your team, and galaxies of all warp levels are littered with bases of people who have failed to make a base that can survive.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Station Mastery&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is one of the ‘trade skills’ which exist within the game. They are trained through missions in Free Market.&amp;lt;br&amp;gt;Station Management improves the strength of your stations, raising most stats by 5.5% per level. This can improve the power of your station to far above that of a non-station mastery base.&amp;lt;br&amp;gt;Of course, it isn’t profitable to have all Station Mastery (StM) bases in a galaxy, and your team, or you, if you are building solo, should try to have a mix of all the different trade skills. The other ones will be mentioned more appropriate sections of this guide.&lt;br /&gt;
&lt;br /&gt;
'''Improved Base Kits:'''&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Loaded Base Kits&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
These are only available at low techs from regular AI stations. They come equipped with a couple of extensors, rations, workers, metals, and a basic AI base shield, weapon, radar and energy.&lt;br /&gt;
&lt;br /&gt;
Base kits can be upgraded, to give them higher resistances, and built in bonuses to shielding, range and other stats. The BPs for these drop in DGs and from bosses.&amp;lt;br&amp;gt;They can be upgraded, in order of power, to:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Fortified Kits&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;These are built using the regular kit of the desired tech, and titanium sheets, along with some metals and credits. The fortified kit gets a bonus to shield. The resists are dependent upon the tech of the kit.&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Laconia Kits&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;These are built using a fortified kit of the desired tech, laconia sheets, along with more metals and credits. This gains higher resists, and a higher bonus to shields.&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Demented Kits&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;These are built using a laconia kit of the desired tech, dementium, along with even more metals and credits. This gives even higher resists, a bonus to shields, and often a small bonus to range of base weaponry. These can equip five augs.&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Adamantized Kits&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;These are built using a demented kit of the desired tech, adamantium sheets (typically 2-3), and still more metals and credits. This gives the highest level of resists, a larger bonus to shielding, range and some other stats. This is the highest level of base kit you can get, and are very expensive, but if you need a base to survive, this is the best way to do it. These can equip six augs.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Augmenters for Bases'''&lt;br /&gt;
&lt;br /&gt;
Most base kits can equip four augmenters (with the exception of the urqa base kits, which have six slots, Demented kits which have 5, and ada kits which have 6). One of the most common causes of base destruction is bad augging, or no augging at all. With the right augs, bases can become far more powerful than any other thing in game.&lt;br /&gt;
&lt;br /&gt;
With the recent rebalance, there is another change to bases aside from the necessity of chargers. Base augmenters, augmenters built from blueprints that can be equipped solely on bases, have been improved greatly, they are the only thing you should use. The blueprints drop in DGs and off regular AI sometimes. They take a regular aug dependent upon aug tech, some promethium, metals and credits. They are quite large.&amp;lt;br&amp;gt;Arcadian = Minor Augmenter&amp;lt;br&amp;gt;Adonis = Basic Augmenter&amp;lt;br&amp;gt;Argonaut = Standard Augmenter&amp;lt;br&amp;gt;Ambrosia = Good Augmenter&amp;lt;br&amp;gt;Andaman = Excellent Augmenter&amp;lt;br&amp;gt;Achilles = Superior Augmenter&amp;lt;br&amp;gt;There are no Annihilator Augmenters.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;A full set of base gear&amp;lt;/u&amp;gt;&amp;lt;br&amp;gt;As mentioned previously, base gear is greatly more powerful than player gear of the same tech level, and should always be used in preference to regular gear.&amp;lt;br&amp;gt;There are eleven types of base gear, these are:&lt;br /&gt;
&lt;br /&gt;
Arcadian (t3) not an official type of base gear. The only blueprints available are for Arcadian base augs. This type of base will die easily.&amp;lt;br&amp;gt;Ares (t6) not an official type of base gear, not all the blueprints are available for this tech. This type of base is likely to die, unless in a large group.&amp;lt;br&amp;gt;Adonis (t9) this is an official type of base. Blueprints for this are available in most AI bases. This should be the minimum that you make for your stations.&amp;lt;br&amp;gt;Argonaut (t12) blueprints are available for this in Underworld’s AI station.&amp;lt;br&amp;gt;Ambrosia (t14) blueprints are available for this in Nihilite’s AI station.&amp;lt;br&amp;gt;Avalon (t14) weaker than Ambrosia, and rarely used, however, the energy bank for this does not require nuclear waste, and is more efficient with energy than the ambrosia gear. Ambrosia gear should be used in preference. BPs drop in DGs. There are only energy, protector, laser and radar blueprints.&amp;lt;br&amp;gt;Andaman (t16) blueprints are available for this in Hyper’s AI station.&amp;lt;br&amp;gt;Achilles (t18) blueprints are dropped from DGs.&amp;lt;br&amp;gt;Urqa Base Gear (t18) items drop from the Iq’bana queen, and are produced through blueprints and missions.&amp;lt;br&amp;gt;Annihilator (t20) blueprints drop from Ubers and bosses in the UZ.&amp;lt;br&amp;gt;Adamuntized (t20) blueprints for this drop very rarely from bosses.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Other than that, there are some pieces of gear that are found only in certain locations:&lt;br /&gt;
&lt;br /&gt;
Shield and Energy Capacitors, the blueprints for these are found in Free Market, except for the Ares type, which are found in any regular AI station. They a large amount of bank to your shield or energy of a base, they are essential!&amp;lt;br&amp;gt;Adonis / Argonaut Plating, these blueprints are found in Free Market’s AI station, they take titanium sheets and some other commodities to make, and add a large amount to the resists of your station. These have a failure rate.&amp;lt;br&amp;gt;Base Dampners, these are bought at Free Market’s AI station, in the items section, it is a good idea to fit these to every station. There are four of them, physical, mining, laser and energy, and they will add 55% to the resists of your station. They are quite expensive though, at 40m credits each. They have no failure rate, however.&amp;lt;br&amp;gt;The heat and surgical types can be built from blueprints found in DGs, but these have a much higher price tag.&amp;lt;br&amp;gt;Transference Inhibitors / Facilitators, these blueprints are dropped in DGs, and range from Adonis to higher techs. Inhibitors cause the base to take less damage when using a shield transference, and gain less shields when healed. Facilitators do the opposite, causing them to take more damage when healing, but receive more shields when healed.&amp;lt;br&amp;gt;Hydrophonics, these are effectively miniature space oat gardens, which can be equipped to any base, and will create space oats. These can then be turned into rations using MRE factories, and used to feed your base. These are found in high-DF DGs, and from missions.&amp;lt;br&amp;gt;Trandsim, Retardis, Tardis Extension BPs, these add much larger amounts of hull to your stations than Extensors X, Y or Z, and are found from DGs. The Transdim BP is also found from Mzungu Ruins.&amp;lt;br&amp;gt;External Ablative Armour - This is created from a blueprint purchased at a regular AI station. This will give your base 80% resists to all types of damage, with a low failure chance. These are extremely useful, but they do fail. Don't expect all 10 you built today to still be there tomorrow.&amp;lt;br&amp;gt;Pest Control Items - There are weapons that spawn pests in your station's inventory, such as the blowworm syringe. These pests multiply, and do damage to your electricity or shield based on the amount of the pests present within the station. You can make these weapons ineffective by equipping Mzungu Cleaners, Ace Pest Controls, Exterminators or Ares Pest Controls. The latter are most powerful and quite easy to create, from a BP from any AI base. Having one of these is highly recommended!&lt;br /&gt;
&lt;br /&gt;
And there are probably many items I have missed…&lt;br /&gt;
&lt;br /&gt;
What is a ‘full set’ of base gear?&lt;br /&gt;
&lt;br /&gt;
With the recent (at the time of writing) rebalance, all of the base gear was included in the rebalance, and so there are some new things to do with bases.&lt;br /&gt;
&lt;br /&gt;
The smallest recommended set of gear to put on a base is:&lt;br /&gt;
&lt;br /&gt;
Laser&amp;lt;br&amp;gt;Energybank&amp;lt;br&amp;gt;Protector (shield)&amp;lt;br&amp;gt;Radar (It is not required that you have a ‘base’ type radar, regular AI ones work, but ‘base’ radars are much stronger.)&lt;br /&gt;
&lt;br /&gt;
This will keep your base alive and able to fight, but it won’t be powerful or very able to defend a galaxy.&amp;lt;br&amp;gt;The rebalance nerfed the regeneration rates of base shields greatly, so it is now advisable to equip a charger on all bases. This will add a large amount to base shield regen. Base chargers usually take two of the type of shield, and a ship-type charger.&amp;lt;br&amp;gt;e.g. Andaman Charger takes two Andaman protectors, one argonium charger, metals, promethium and credits.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;Base Weaponry:&amp;lt;br&amp;gt;Pulsegun (short range, high damage, high rate of fire) each tech of pulse does a different damage type, so it can be advisable to equip multiple types so that you can take advantage of different levels of resists in your targets.&amp;lt;br&amp;gt;Adonis = Energy, Argo = Energy, Ambro = Heat, Andaman = Surgical, Achilles = Mining, There is no Anni Pulse [Thanks Acidflame!]&amp;lt;br&amp;gt;Magcannon (long range, good damage, medium rate of fire)&amp;lt;br&amp;gt;Superlaser (slightly longer range than regular lasers, lower damage than regular laser, but gives whatever it hits a –transference vulnerability, which causes all healing done on the target to have a lower effect) blueprints for this are found in Lyceum, and requires the infinite knowledge skill.)&amp;lt;br&amp;gt;Shield Transference (this is a powerful healing weapon with high-range, useful to keeping drones, stations and other objects in the galaxy alive.)&lt;br /&gt;
&lt;br /&gt;
It is recommended that you equip all your bases with all these weapons.&lt;br /&gt;
&lt;br /&gt;
Note - Bases can only equip a max of 6 weapons.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''So, where to build?'''&lt;br /&gt;
&lt;br /&gt;
The places you can build are listed above, but different galaxies have different resources. Obviously you want to get as good a galaxy as you wish.&amp;lt;br&amp;gt;To find out what types of commodities are on the planets or moons in your galaxy, you must find a planetscanner. Planetscanners are on sale in regular AI stations, however, these are only power 1.&amp;lt;br&amp;gt;Different types of commodities take different powers to scan, and the same is true of ruins, which I’ll probably type about later.&lt;br /&gt;
&lt;br /&gt;
Commodities are arranged in tiers, there are three tiers.&amp;lt;br&amp;gt;Tier 0 commodities are:&amp;lt;br&amp;gt;Metals, Space Oats, Nuclear Waste, Silicon, Boabobs,.&amp;lt;br&amp;gt;Tier1 commodities are:&amp;lt;br&amp;gt;Jelly Beans, Copper, Tin, Vis, Petroleum, Silver, Titanium.&amp;lt;br&amp;gt;Tier 2 (come in smidgens, a little or bits) commodities are:&amp;lt;br&amp;gt;Alien Bacteria, Gold, Quantumum, Diamond, Ablution Crystals, Laconia, Enriched Nuclear Waste, Plasma Crystals, Psion Icicles.&amp;lt;br&amp;gt;Tier 3 (only come in smidgins) commodities are:&amp;lt;br&amp;gt;Bacta, Rubicite, Energon, Adamantium, Platinum, Fermium, Dark Matter, Frozen Blob.&lt;br /&gt;
&lt;br /&gt;
Scanner power ranges from 1-20, with the highest power scanners usable only by people with certain skills. A power 20 scanner will reveal all commodities present on a planet or moon, power 1 will reveal only tier 0 commodities.&amp;lt;br&amp;gt;Extractors for higher tier commodities can be very expensive, but the tier 0 extractors are all available in most AI stations for a small cost.&lt;br /&gt;
&lt;br /&gt;
Note – For tier 0 commodities, there are regular and advanced extractors. Since you can only equip a certain amount of extractors, dependent upon the abundance of the commodity you have on the planet or moon, but you can equip equal amounts of regular and advanced extractors, giving you greater speed of extraction, and improving overall profit.&lt;br /&gt;
&lt;br /&gt;
Planets / Moons have different commodities in different amounts. This determines the amount of extractors you can equip.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Extraction Expert&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This skill allows you to use more powerful planetscanners, so that you can see the most advanced and profitable resources. And it adds 6% extraction speed, and 6% base hull per level. This is extremely useful, especially when it comes to higher tier commodities.&lt;br /&gt;
&lt;br /&gt;
So, what can you do with these commodities that you extract?&lt;br /&gt;
&lt;br /&gt;
Well, there are several things…&lt;br /&gt;
&lt;br /&gt;
Use factory-type items to change them into other commodities.&lt;br /&gt;
&lt;br /&gt;
There are items, such as MRE Factories and Microfabs, which will turn the commodities that you extract into other types. These are useful for selling, or using to build other items.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Use them to build blueprint items&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
In every station, there is a construction bay, you can equip blueprints to your base, and make items by double-clicking on the blueprint name in the alphabetized list. This takes commodities, and occasionally other items, and usually some credits.&lt;br /&gt;
&lt;br /&gt;
Use slaves to haul them to another station, or an AI station to sell them.&lt;br /&gt;
&lt;br /&gt;
By building a trading bay, which takes some metals and a few credits, and equipping it, allows your station to sell commodities and all other types of items. Using this item, you can make a shop, buy items from colonies, or just allow your base to trade with your slaves.&amp;lt;br&amp;gt;Slaves are very important with bases. It is infinitely advisable that you use them. It will make your life much easier.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Merchant Fleet Master&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is another trade skill, which is themed around making trade slaves stronger. Per level, you will get a 2% bonus to most slave stats, such as agility and speed, aswell as a 10% bonus to capacity and shields. Slaves of this type are an excellent way to improve your commodity hauling ability. But it is a trade skill best reserved for alt accounts, since your bases will not have any bonuses, just the slaves.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Colonies'''&lt;br /&gt;
&lt;br /&gt;
Colonies are built by players, and they grow over time.&amp;lt;br&amp;gt;The unit of time for a colony is a year, this is also referred to as a ‘tick’, a year is gained by a colony once every two hours, and this is the time that they purchase or sell commodities and ruin items to the station which exists on the planet they do.&lt;br /&gt;
&lt;br /&gt;
Colonies are built from blueprints.&amp;lt;br&amp;gt;These blueprints take rations, metals and peasants. They exist in various shapes and sizes. The amount of peasants involved in the colony blueprint is the amount that the colony will start with. It is possible to run the blueprint multiple times, which will result in a higher starting population. Blueprints can be purchased from AI bases, and some of the more advanced ones are bought from Earth Central, or extracted from Paxian Ruins (Though these require the colonial administrator skill to use).&lt;br /&gt;
&lt;br /&gt;
Colonies can only be built on planets. When you scan a planet, you will see a description of the conditions on it. For example, “Normal Gravity, Temperate, Terran”. From this you can work out the suitability of the planet. There is a helpful table that the team Pantalones has made, detailing the suitability of every possible planet.&lt;br /&gt;
&lt;br /&gt;
Suitability ranges from 18% to 100%, and this can be improved through various means.&lt;br /&gt;
&lt;br /&gt;
One of these means is:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;u&amp;gt;Colonial Administrator&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The last trade skill to be mentioned in this guide. This skill allows you to improve the planet’s suitability that you have built a base on from a Colonial Administrator character.&amp;lt;br&amp;gt;This grants a 5% bonus to planet suitability per level.&amp;lt;br&amp;gt;It is common practice to put a low tech ‘booster base’ on a planet with a colony, and a non-CA base. This will not grant the full CA bonus, but part of it.&lt;br /&gt;
&lt;br /&gt;
The other way of improving planet suitability is Terraforming.&amp;lt;br&amp;gt;This was introduced to the game recently, and allows you to improve planetary suitability by a certain percentage. These projects can be quite expensive, but can yield great profit by allowing you to make more colonies in a galaxy full of low-suitability planets.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Yes, but…how do colonies work?'''&lt;br /&gt;
&lt;br /&gt;
Over time, the colony will grow from the starting population of a few thousand, into billions of inhabitants. To allow this to happen, you must make sure that the base is permanently stocked with rations. And that the station is set to sell these rations to the colony at a price which is lower than the colony price listed in the colony tab on your station. The colony will feed itself.&amp;lt;br&amp;gt;You can also ‘pump’ the colony with peasants which you could buy from an AI base. This will make the colony grow faster. The colony will buy less and less peasants as it grows, so it is best to do this early on.&lt;br /&gt;
&lt;br /&gt;
To make money from a colony, you must sell commodities to it. It will buy most of the commodities that you can purchase from an AI base.&amp;lt;br&amp;gt;Note – The colony will not buy commodities which are present on the planet on which it exists for a very high price. They mine them themselves.&lt;br /&gt;
&lt;br /&gt;
It is advised to let your colony grow to a few million, or even a billion, population, before selling other commodities to it. Selling commodities to it slows the growth of it.&amp;lt;br&amp;gt;Suitability is directly proportional to the growth rate. 125% suitability is the highest possible.&lt;br /&gt;
&lt;br /&gt;
A colony with a population of one billion can potentially make several million credits per day, and more if done right! If it is supplied with enough commodities, at the right prices.&lt;br /&gt;
&lt;br /&gt;
Colonies will buy commodities for prices and quantities based on various things.&amp;lt;br&amp;gt;The first is the difference between your price, and the colony price. Bigger difference equals higher quantity sold, but less profit for you per commod.&amp;lt;br&amp;gt;Population effects it greatly, a higher population will buy more commodities.&lt;br /&gt;
&lt;br /&gt;
A common mistake / problem with colony builders is that they forget to lower prices slowly, so as to achieve the best quantity / price for their commodities.&amp;lt;br&amp;gt;I recommend that you lower prices down to the price you wish to sell it at, which should be relatively low, if you have quite a high volume of commodities, and lower the price slowly over around 3-4 ticks.&amp;lt;br&amp;gt;The colony will buy massive amounts during this time, and if you do it slowly enough, they will keep a relatively high amount of purchases per tick for the rest of the uni.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;'''Final Word'''&lt;br /&gt;
&lt;br /&gt;
Yay, finished it!&lt;br /&gt;
&lt;br /&gt;
Okay, I think I probably missed a lot of things – t’would be helpful if you’d point out anything I missed, so that I can update and improve the guide.&lt;br /&gt;
&lt;br /&gt;
Leave a note if you want, or PM me in game with questions. &amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Player station guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Guide_to_funding,_income,_and_credits&amp;diff=57739</id>
		<title>Guide to funding, income, and credits</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Guide_to_funding,_income,_and_credits&amp;diff=57739"/>
				<updated>2023-07-03T06:25:50Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Removed other guide categories as in money making guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an open guide, please feel free to revise and update this guide as necessary.&lt;br /&gt;
&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
SO if you re here i am going to assume you have noticed that getting enough money in star sonata is not as easy as it is in other games.  Due to low player population, certain ideas about F2P player held by the dev team, and recent changes to the game, trying to get the funding to run your character on Earth Force layers is a jaw dropping headache.  That said,{http://forum.starsonata.com/viewtopic.php?f=3&amp;amp;t=63277 after an extensive and bitter argument] i have at least managed to assemble nearly every income source in game, and will publish them here for your edification.  Yes, every possible effort was made to expand this list, read the link for details. &lt;br /&gt;
&lt;br /&gt;
THis list is divided into catagories and color coded for your convieneance.  These are&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Jaw droppingly easy, anyone over level 100 can do this and make decent money&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Simple to do, but requires some effort, either no limitations and decent rewards or some limitations and great rewards&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Are limited by level, Class or some other important factor.  This is the lowest level i would advise you to rely on.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Are either very limited, inconsistent in income, or difficult for some other reason.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:OrangeRed &amp;quot;&amp;gt;Totally inconsistent or extremely difficult to make work.  Included only for notation.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT; P2P funding options are not listed in this guide because frankly they are so easy to find.  Between Strontium 90 and Subspace, there is no reason a P2P player should have any difficulty with early game funding.'''&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Colored Empires&amp;lt;/span&amp;gt;==&lt;br /&gt;
One of the earliest dungeons you will find is also one of your best sources of income.  Located off of Prism, you MUST remember to set any bots to have to not &amp;quot;Fight Enemies&amp;quot; as the Paxian ship in Prism will attack you, denying you access to the station and thus the mission start point.  The station is located between the warp points to the north, you need Warp 1 to enter.  Once you have completed the entire mission chain inside (which incidently gets you your very own Prismatic Converter for Capping AI) the main stations will have a mission called &amp;quot;Emporors Favor&amp;quot; repeatable once a day.  This mission allows you to duel each of the colored emporors for a cash prize, as well as loot they drop.  &lt;br /&gt;
&lt;br /&gt;
Total Credits per day; 200 million.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Auric Sector&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Image:Goldenboy_Ingot_Thumb.gif|right|]][[Image:Goldenboy_Statue.png|right|]]&lt;br /&gt;
Auric sector has several differant ways it can be approached, but as most of them are incredibly simple it is tier 1. THe three ways are listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt; '''Mine Gold''' &amp;lt;/span&amp;gt;  By shooting the astroids that are yellow tinted and then scooping the debrise, you can get a large quantity of gold or fools gold.  Both can be sold at the AI station for credits, or traded in for a daily missions. Remember, you need a mining weapon to mine astroids!&lt;br /&gt;
&lt;br /&gt;
Total Credits; 35 million credits per hour for the Fools Gold mission, 6 million for gold, so maybe 60 million per hour for 500 million a day?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt; '''Cap AI''' &amp;lt;/span&amp;gt; The golden boy ships (Pictured right) have items on them that can be traded at Tortuga for GOld Dubloons.  These dubloons can then be traded for 20 million credits each.  The only problem is you have to be level 500 in order for the tradin mission to show up. Also, you are limited to 40 docked ships total, becouse reasons. &lt;br /&gt;
&lt;br /&gt;
Total Credits per hour: 600 million if you have good cap bots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;'''Killing Ships'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ships in Auric Sector occasionally start shooting the asteroids and selling the Gold to the AI base, accruing the money in their cargo... very occasionally.  Getting any money off of the ships this way requires that 1) no body has killed them recently and 2) no body has been selling gold to the ai station recently either.  Highly Unlikely.&lt;br /&gt;
&lt;br /&gt;
Total Credits; Maybe 100 million a day if you are lucky.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Insurance Missions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
The [[Reaver Missions|Insurance Missions]] in Brigands strong hold require you to go kill half a dozen ships to claim a cash prized.  The ships are easy but the prizes are small. Scalling from 2 million to 210 million per missions, i recommend doing these in tranches once you figure out what areas the ships hang out at. &lt;br /&gt;
&lt;br /&gt;
Total Credits; 20 million up to 500 million per day depending on level.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Skill Items sales&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Three early game zones now drop skill items,  These are [[Vulcan]] with heated metals, [[Mira]] with Paxian Medallions, and [[Jungle]] with Primal Jungle Power Cores.  Now players with multiple (dozen) accounts (here after referred to as &amp;quot;whales&amp;quot;) Do not necessarily want to farm all those skill items for all those characters, so they will frequently buy them. While heated metals can be gotten in near infinite quantities, Paxian Medallions can only be gotten (repeatedly)from a mission in Mira that an be done once per character per day. A full account of 5 characters can get 25 medals per day, and they usually sell for 100 million credits each.  &lt;br /&gt;
Total Credits; 2.5 billion credits per day.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Blanco&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Blanco is a Dungeon with three sub boss rooms in it, one for each of the Chrome ships.  The first two are fairly simple, but the last one involves a full dozen Slumber CHromes, and is not for the faint of heart...or levels at least. &lt;br /&gt;
&lt;br /&gt;
Total Credits; 250 million per day&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Jungle&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Jungle is one of the better leveling zones for level 200 to 300 players.  In addition, several of the drops sell for a decent amount. Jungle Armada Crests sell for 200 to 300 million to players, and Primal Blueprints sell to AI shops for 20 million.  &lt;br /&gt;
&lt;br /&gt;
Total Credtis per day; 3-5 JACs and a dozen BP are about a billion a day.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Colonies&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Image:Colony.jpg|right|]]&lt;br /&gt;
Colonies where once the best of the best, the go to passive funding source for most of the game, and are still used by most players today.  The problem with using them as a free to play is that you have a very small selection of planets you can use, only Medium, Temperate, Terran unless you have someone boosting you.  In order to boost a colony, a P2P player (not necessarily on your team) must put a station on the planet you are colonizing.  Preferably this is someone over level 1000, thus doubling the normal [[Suitability]] of the planet. &lt;br /&gt;
&lt;br /&gt;
Colonies do however require significant starting capital to get going.  A starting colony at the beginning of a uni should have about 1-2 million peasants sold to it, then left for 4 weeks to grow (assuming suitability of 125%).  Generally how you want to start is to get a primer colony running for a uni, and use this to fill half a dozen thatches with peasants at the end of the uni.  Then, use these to create actual profitable colonies the next uni.&lt;br /&gt;
&lt;br /&gt;
Colonies make profit for you by buying items like a station does, only they do it automatically.  WHen you set a trade bay up for a colony, the colony will buy a certain group of items (see image right) if they are priced LOWER then then what the colony is demanding.  If you price the Items higher, your base will buy them fro the colony&amp;gt;  A simple example of this is Peasants in the image, where it says -4580.  This station is buying 4580 peasants, converting them into Entertainers and Workers, and selling them back to the colony for a profit. &lt;br /&gt;
&lt;br /&gt;
The reason that Colonies are this low on the list is that they have three major limitations on EF layer.  1) Very expensive to set up, 2) Requires either CA or a booster to run, and 3) promethium.  There are only a half dozen prom belts in EF layer, and they are fought over fiercely.  Since most of your colony incme is coming from Prometium, you need belt access to make a colony work for you, and if you are late to the uni, all the belts will be taken.  &lt;br /&gt;
&lt;br /&gt;
Projected income from one colony for 1 uni; With Prom belt, 10-12 billion, without Prom belt 5 billion.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Dungeon Galaxies&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Dungeon Galaxies are a staple of Star Sonata, the location where ostensibly you get  most of your loot from.  Up until recently this was not the case for the majority of players, as the drop system was incomprehensible and this underused.  Now that we have a decent drop system on wiki, this will hopefully change. [[DG Drops]]&lt;br /&gt;
&lt;br /&gt;
Dungeons are relatively simple, you go through killing everything until a boss level at the end (symbolized by purple lighting bolts on the entrance warp), kill the boss, scoop its loot and credits, then move on to the next dg.  Different people handle DG loot different ways.  Some just sell everything to AI stations, Some set up shops to vend the items to other players, some offer the items to their team mates at market buy prices (so if a Liposuction is selling for 200 million, but being bought for 75 million, they will offer their teammates one at 80 million). &lt;br /&gt;
&lt;br /&gt;
There has been two important changes in recent unis, the Bindo Drop rate was fixed and Station Gear Tokens are a thing. Previously only dropping from very high end DG, bindo now has a 10% drop rate form any DG boss.  So assuming you are moving quickly, you should be able to get one bindo piece ever couple of hours or so. &lt;br /&gt;
&lt;br /&gt;
Second is Station Gear Tokens.  Currently selling at 150 million each, these are aquired by killing specific DG bosses.  The Most easily recognized of which are the box ships, Omega Platform and Omega Battlestation which can be found in DF 300 DGs. &lt;br /&gt;
&lt;br /&gt;
Total Credits per hour DGing; 150 to 200 million.  With bindo 1 billion per hour.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Player Construction&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Building items for other players can be very iffy depending on when in the uni it is.  Titanium sheets sell well at the start and end of the uni, as players try to build stations. Things like Arson Drones and Blue Beta Drones might sell well if there is a a large influx of new players.   &lt;br /&gt;
&lt;br /&gt;
TOtal Credits per uni; 5 billion?&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Capping Ships&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Capping ships would probably be in the green bar if not for a relevant trick.  Because FC get two pools of fighting bots (wild and combat), you can use one pool, the combat bots, for radiation damage dealing ships, while filling the other pool with the bots you capture.  This alone would not yield a yellow rating wither, however, there is an advacned skill Called WIldman, that gives you 50% more wild bot slots, and this style of capture truely does no come into its own without it.  THus, In order to cap bots at the best possible rate, you need a high level skill, so the yellow rating.  If you do not mind being less effective, consider this a green item. Further,it has been pointed out that ships in DG are less likely to scoop items and thus less likely to be over hull. &lt;br /&gt;
&lt;br /&gt;
Suggested ships to cap (IE appear in DG entryways and can be docked): Inferno, Blaze Inferno, Pretty Boy, Pretty Girl, Ragnarock, Space Blue Alpha, SPace Blue Beta, Space Blue Gamma, Basil.  &lt;br /&gt;
&lt;br /&gt;
As with DG's what you do with the items you get is entirely dependent on your play style.  Some people sell everything to AI bases, however items like Basil Sheaths and Hot Good can be sold to other players for significantly more then an AI base will buy them for. &lt;br /&gt;
&lt;br /&gt;
Credits per hour; Ranges from 30 ships captured for 8 million a ship, 240 million up to 50 ships captured for 60 million, 3 billion &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Rumble Aug Farming&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Credit to Neon Sword for discovering this.  TO make this trick work, you need to do a series of things very quickly.&lt;br /&gt;
&lt;br /&gt;
1) Sit on the Instance gate INSIDE rumble with no squad&lt;br /&gt;
&lt;br /&gt;
2) warp into the instance&lt;br /&gt;
&lt;br /&gt;
3) kill everything in the instance, scoop everything, then leave&lt;br /&gt;
&lt;br /&gt;
4) QUIT THE SQUAD THAT FORMED WHEN YOU JUMPED INTO THE INSTANCE&lt;br /&gt;
&lt;br /&gt;
5) repeat&lt;br /&gt;
&lt;br /&gt;
This works best with Pirating 20 and a gunner with Surgical Beams, however for those of us not quite so blessed, i found that a great Vortex laser with Zen of Reach 10 is perfectly sufficient. &lt;br /&gt;
&lt;br /&gt;
Credits per hour; 200 or more augmenters totaling 1.5 billion with a sub optimal set up.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Tradegoods Shop buying trick&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Image:Tradegood.jpg|right|]]&lt;br /&gt;
[[Tortuga Missions]] contains a little know but valuable trick that can get you quite a lot of credits quite quickly.  The AI who possess Tradegoods will sell them to your station if you set it to buy them at any price at all, in addition to things like Pirate Crests and Dark Remains.  Now, in tortuga, once you are level (500?)and have completed the Barbe Rogue missions, you can do a mission called Capture Training!, that opens the [[Plunder Missions]].  The plunder missions in turn get you Gold Dubloons, which you can trade for Credits from another mission in tortuga at the rate of one dubloon per 10million credits.  &lt;br /&gt;
&lt;br /&gt;
So the whole system is 1) get bases to buy Tradegoods 2) Do Tortuga Barbe Rogue mission chain 3) Do Tortuga Scorched Tradebadge chain, 3) Turn in Tradegoods for Dubloons, 4) Turn in Dubloons for Credits.  5) Profit!&lt;br /&gt;
&lt;br /&gt;
Its a little complicated.&lt;br /&gt;
&lt;br /&gt;
There is also a mission in Sol which allows the same thing to be done with pirate crests &amp;gt; Enforcer Badges &amp;gt; Credits, but it pays alot less. &lt;br /&gt;
&lt;br /&gt;
Projected profits ; About 500 million per day.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Industrial Commodities&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Industrial Commodities]] are one of the primary funding mechanism of Wild Space (WS).  Unfortunately, this guide is tailored to Earthforce layer, so they get a orange rating, due to the fact that you either need a willing trade partner who is P2p OR need to be p2p play yourself and have a trade fleet shipping the IC to wild space. ANyone telling you that IC can be hauled to wild space by a self piloted ship has no clue what they are talking about, you will die and loose all your IC before you get anywhere near a station that buys them.&lt;br /&gt;
&lt;br /&gt;
Projected income assuming One character with 16 ranks in Station Management and Lots sized extraction zones on Silicon; 15 million per day.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Quick Tutorial on Base setups&amp;lt;/span&amp;gt;'''; Setting up bases in star sonata has been made infinity simpler in the last year, all bases now come with inbuilt energy, Shields, radar and resistances, so you no longer have to build these things while hoping random AI do not kil your base.  Further, and more importantly, they have an inbuilt item giving them rations for 25 workers per hour, and 25 workers standard.  SO long ask you do not add any workers or equipment to your bases, they will live forever.  Thus, if you have a extract point with 15 spaces, you can drop a base, equip 15 extractors, set the trade bay up, and run bots to it hauling the resources away to your factories. This means that little to no effort is required to Harvest any resource point of &amp;quot;A bunch&amp;quot; or lower. &lt;br /&gt;
&lt;br /&gt;
Important notes on Base setup; &lt;br /&gt;
&lt;br /&gt;
1) Any base with more then 25 workers requires BOTH a Hydroponics (or two junkyard hydroponics) AND a MRE factory to produce rations.  The number of these varies with the number of workers, the command &amp;quot;!rations &amp;quot;number of workers&amp;quot; on discord will tell you how many. So !rations 1200 will tell you how many Hydroponics and MRE factories you need to supply 1200 workers.  REMEMBER, TWO JUNKYARD STARTER HYDRO = ONE HYDROPONICS!&lt;br /&gt;
&lt;br /&gt;
2) Setting up your trade bay properly is CRITICAL! ALWAYS set a &amp;quot;Make Max&amp;quot; for ANY item you base is making, INCLUDING RATIONS AND SPACE OATS!  Literally the first thing you should do after laying a base is equip the trade bay, add rations and space oats, price 1, maximum quantity 1000.  Just make it a habit you get into, nothing is more annoying then trying to figure out why your not shipping any silicon only to discover all your bases are crammed to the walls with rations and cannot extract anything because they have no room. Except possibly having your base die because there where so many space oats it could not produce rations. &lt;br /&gt;
&lt;br /&gt;
3) The Remote Control and Programming skills is Critical to running any extraction operation, trust me you do not want to be hauling things by hand.  For lower level players the best trading ships are Massif and Roscap, Massif for large items and Roscap for smaller faster runs. for REALLY small runs (like hauling IC to wild space) Paximinus are preferable due to their high resistances and low slot usage.  Also, having a bulk trader pick up only one base at a time is usually wasting space.  &amp;quot;Dock Extract 1, buy, dock extract 2, buy, dock factory, sell, dock extract 3, buy, dock extract 4 buy, dock factory, sell&amp;quot; is a perfectly normal command series for a bulk tradebot.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Traginium/Dementium/ Dementium Fragmants&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
These Items while profitable in the right circumstances are INCREDIBLY inconsistent in their sales. [[Traginium]] can be extracted from [[[Bonnett]] and is used for a large number of skills, but as they are early skills and people tend to not need it after acquiring them, sales slump quickly if there is not a steady influx of new players.  Dem Frags and [[Dementium]] are necessary to build defective bases in wild space, but is incredibly rare, coming from only a few higher level field mobs and [[DG Drops]].  &lt;br /&gt;
&lt;br /&gt;
Average Income; your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Protoplasmic&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Protoplasmica is a mini dungeon focusing on Goblins, with Doc Goblin as a boss half way up.  One of the reason this is even on the list is that Doc Goblin respawns VERY VERY FAST, every minute or so, allowing you to camp him for hours if you have the hull for it.  The reason it is rated so low is that Doc's drops are so inconsistent that you will end up with a hold full of garbage with one or two useful items unless you bring a massif and some well built bots. People have reported that if you sit farming doc long enough, the drops improve, but I am writing that off the gamblers fallacy or law of large numbers. It is however one of the few places known to drop Nuclear Convotronic II's!&lt;br /&gt;
&lt;br /&gt;
Average credits earned; your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Faction Gear&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Swabbies, Buccaneers, Condemned, Doomed, Enforcers, Constables, there are several sets of build-able gear in game.  Unfortunately they are all at early levels and thus do not sell well in a game where most players are over level 1000.  A few items miht sell somewhat well, Sergent's enforcers are sometime uses as trade or combat bots, and you can trade Enforcers crests for a neurotweek.  Infernal Batteries are one of the best mid tech reactors in the game for bank, and rumors insist there will be a use for large numbers of infernal cells in the near future.  Other then that, there is really not much demand for these items.&lt;br /&gt;
&lt;br /&gt;
Average Earnings; Your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Copper Dungeon&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Copper Dungeon is hands down the best source of Damage Augmenters in the game, and the only source of Hostile Augmenters.  Unfortunately, the AI are strongly resistant to anything except Energy Damage and tend to swarm in large groups, making copper runs very risky, even when well prepared.  &lt;br /&gt;
&lt;br /&gt;
Expected Credits; Your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:OrangeRed &amp;quot;&amp;gt;Prospecting&amp;lt;/span&amp;gt;==&lt;br /&gt;
There are many layers where prospecting will yield significant rewards. Earthforce is not one of them. I have frequently searched 30 galaxies to find two nodes totaling less then 150 million in resources.  Quite often i will simply find nothing. &lt;br /&gt;
&lt;br /&gt;
Expected credits; Nothing&lt;br /&gt;
&lt;br /&gt;
[[Category:Money making guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=How_to_make_money&amp;diff=57738</id>
		<title>How to make money</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=How_to_make_money&amp;diff=57738"/>
				<updated>2023-07-03T06:23:54Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Removed guides category as in money making guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== *Heavy Static* ====&lt;br /&gt;
&lt;br /&gt;
-Redirecting connection... Please wait&lt;br /&gt;
&lt;br /&gt;
==== Hello, My name is UTFPImperialWorks, and welcome to the New Players guide to Life, the Universe and Everything. ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Would you like to know more?&lt;br /&gt;
&lt;br /&gt;
==== The Quick Answer ====&lt;br /&gt;
&lt;br /&gt;
of course, there are those who want to skip long instructions, and for you, this is the Quick Answer&lt;br /&gt;
&lt;br /&gt;
42.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Would you like to know more?&lt;br /&gt;
&lt;br /&gt;
==== Earthforce Trading Outpost ====&lt;br /&gt;
&lt;br /&gt;
The Earthforce trading outpost is on the edge of the known galaxy, far away from the REAL universe, and probably the safest&lt;br /&gt;
place in the galaxy. However, the likelihood of you staying there for any longer than you have to, is positively minute.&lt;br /&gt;
&lt;br /&gt;
Now, this is where YOUR story begins.&lt;br /&gt;
&lt;br /&gt;
But I'm not here to talk about your story, now am I?&lt;br /&gt;
&lt;br /&gt;
I only have these few pieces of advice to give you on the matter of the outpost, and here they are:&lt;br /&gt;
&lt;br /&gt;
Number one: Complete every single possible mission there, or when you leave you will have a haunting feeling that you left something behind that you can never, EVER get back to EVER.&lt;br /&gt;
&lt;br /&gt;
Number two: Some missions are, in fact, activated by your level. So check back at the stations after leveling up a few times.&lt;br /&gt;
&lt;br /&gt;
Number three: Any item you recieve from quests, SHOULD BE USED, do not throw it away. &lt;br /&gt;
The only exeption to this are augmenters, which should not be used, but saved and stored in a ship (preferably a Phunka Dll.)&lt;br /&gt;
&lt;br /&gt;
Number four: Before you leave, realize a few things, there are three repeating missions in the trading outpost. Mining, Mining, Mining - More Metals! - Dung Pellet Soup. These missions will keep repeating and will never stop, no matter how many times you finish them. Any ships left in the system will be trapped in the outpost forever once you hit level 14.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Would you like to know more?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Nexus ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Something many people have overlooked is a particular mission chain in nexus.&lt;br /&gt;
After completing the Earthforce Cadet mission chain (completed by killing the Giant Volcom)&lt;br /&gt;
You are given a repeating chain called Ranking up&lt;br /&gt;
To complete this you need 5 pirate crests.&lt;br /&gt;
Go to any galaxy in the real universe (outside of nexus)&lt;br /&gt;
and kill volcoms, collecting the items they drop (not mini volcoms)&lt;br /&gt;
after awhile you should have 2-25 pirate crests as well as loot to sell.&lt;br /&gt;
Sell the loot, head back to nexus and finish the mission chain reapeatedly.&lt;br /&gt;
(note: you get 3 cadet ranks per 5 pirate crests)&lt;br /&gt;
There is another mission there, called Cadet ranks&lt;br /&gt;
A cadet wants to buy 5 cadet ranks and will give you 7,500,000 cr per 5 cadet ranks.&lt;br /&gt;
obiously this is a good deal unless you want to buy cadet gear.&lt;br /&gt;
This is also a repeating mission chain, so feel free to use it as many times as you like.&lt;br /&gt;
Good luck.&lt;br /&gt;
&lt;br /&gt;
-UTFPImperialWorks Director of the United Terran Federation of Planets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Money making guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Category:Player_station_guides&amp;diff=57737</id>
		<title>Category:Player station guides</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Category:Player_station_guides&amp;diff=57737"/>
				<updated>2023-07-03T06:23:20Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Created page with &amp;quot;Category:Guides&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Rendghasts_2020_Colony_Guide_for_the_completely_incompetent&amp;diff=57736</id>
		<title>Rendghasts 2020 Colony Guide for the completely incompetent</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Rendghasts_2020_Colony_Guide_for_the_completely_incompetent&amp;diff=57736"/>
				<updated>2023-07-03T06:22:48Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: categories&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Rendghasts 2020 Colony Guide for the completely incompetent=&lt;br /&gt;
&lt;br /&gt;
[[Image:ColonyInc.png|right|]]&lt;br /&gt;
&lt;br /&gt;
SO, I have decided to make a colony guide!&lt;br /&gt;
&lt;br /&gt;
“But your incompetent.”&lt;br /&gt;
&lt;br /&gt;
Yes, that is WHY I am making a colony guide.  Most of the colony guides on this wiki are written by people who are very good a colonies and thus understand what things like “Colony pumping” are without protracted explanations.&lt;br /&gt;
&lt;br /&gt;
“Colony pimping?”&lt;br /&gt;
&lt;br /&gt;
Exactly....&lt;br /&gt;
&lt;br /&gt;
===Lexicon===&lt;br /&gt;
&lt;br /&gt;
Colony Pumping - Shoving lots and lots of peasants onto a colony the first day of uni, either by building the colony blueprint multiple times or by selling the peasants to the colony really really cheap.&lt;br /&gt;
&lt;br /&gt;
Suitability – How nice a planet is for colonists to live on.  Effects how fast the colony grows, capped at 125% (not, this IS NOT 1 to 1 with growth rate!).  Anything lower then 70% WILL NOT GROW!&lt;br /&gt;
&lt;br /&gt;
Growth Rate – How quickly a colony grows. A 125% suitability colony will grow at a rate of 2.8% every two hours up to 1 billion population, then it slows to half that. &lt;br /&gt;
&lt;br /&gt;
Terraforming - Using prefabricated blueprints to increase the Suitability of a planet.  &lt;br /&gt;
&lt;br /&gt;
===1) Why Colonies?===&lt;br /&gt;
&lt;br /&gt;
So why do colonies at all?  IC are faster right?  Yes, that is true, they are faster.  But like the dark side of the force IC are fast, not strong.  Lets do a comparison, account to account. &lt;br /&gt;
&lt;br /&gt;
IC income (based on Silicon);&lt;br /&gt;
  &lt;br /&gt;
500 silicon = 1 sentient chatbot&lt;br /&gt;
Sentient Chatbots by mid uni sell for 4000 each, so that is 8 credits per Silicon.&lt;br /&gt;
&lt;br /&gt;
1 tech 16 fusion extractor extracts 34,500 silicon per day&lt;br /&gt;
&lt;br /&gt;
A tech 16 base takes up 7 base slots so that's 7 bases per character maximum (assuming Station Management 20 and 5 ranks in Station Research)&lt;br /&gt;
&lt;br /&gt;
A “Loads” level planet has on average 100 extraction points&lt;br /&gt;
&lt;br /&gt;
SO 34500 x 7 x 100 x 7.6 (extraction expert) x 8 credits is 1.45 billion credits per day, or 145 billion per uni (we are assuming 120 day unis, the tech 16 fusions take some time)&lt;br /&gt;
&lt;br /&gt;
Colony Income &lt;br /&gt;
&lt;br /&gt;
Observe the pic at the right.  That is a colony in earthforce with no Colony Admin helping, making 7 million a tic.  Tics are 2 hours.  SO that is 84 million a day, or 840 million for a full account of 10 colonies.  BUT WAIT, if you have colony Admin you would have the full 2 billion population AND sell 2.8 times what that is buying, so with CA on EF layer that is 25 million per tic, 306 million per day or 3 billion per day for 10 colonies.  BUT WAIT AGAIN, we are still talking Earthforce layer!  Instead of the 2 billion max population WS colonies get a 6 billion max. SO lets suppose and average of 4 billion population for 100 days.  That's 600 billion credits for a full character of bases for a full uni.  You have 2 characters assuming you use one for defenses. Also, ANY prom source will double that income. &lt;br /&gt;
&lt;br /&gt;
In short, any reasonably competent builder is going to make MASSIVELY more money with colonies vs IC. &lt;br /&gt;
&lt;br /&gt;
===2) How Colonies?===&lt;br /&gt;
&lt;br /&gt;
To start colonizing you will need a [[Colony Blueprint]] as well five other things before you begin.&lt;br /&gt;
&lt;br /&gt;
1) several Thatches&lt;br /&gt;
&lt;br /&gt;
2) A particle Brake&lt;br /&gt;
&lt;br /&gt;
3) Several Million Peasants&lt;br /&gt;
&lt;br /&gt;
4) Several Terraforming Prefabs&lt;br /&gt;
&lt;br /&gt;
5) a Planet [[Scanner]]&lt;br /&gt;
&lt;br /&gt;
A few crates of Precision Juice and a thatch filled with station extension Y are useful but not required&lt;br /&gt;
&lt;br /&gt;
We will address each of these in turn.  &lt;br /&gt;
&lt;br /&gt;
1) [[Thatch]]es can be bought in Nihilite, and the recommended Aug setup up is a combination of Good Capacity Augmenters and Hephaestus Augmenters.  These are to store your Peasants for when you pump them into your colonies.  A properly auged thatch should hold about 1 million space worth of items, 90/10 peasants to Rations is generally recommended for Compact [[Colony Blueprints]].  After Purchase you either can wait for next uni (setting you back a full 4 months) or use a combination of [[Transwarps]], [[Suicide]], and a particle Brake to move your thatchs to pickup Peasants.&lt;br /&gt;
&lt;br /&gt;
2) Particle Brake comes from the [[Particle Brake Blueprint]] or purchased from shops. The reason you need a particle brake is that it is a warp device, and even if your thatch HAD engines it certainly would not be moving anywhere with 200 million weight of peasants on it. What the Particle Brake does is allow you to warp to a solar object within 2000 range, hopping your way across the universe with your peasants. &lt;br /&gt;
&lt;br /&gt;
3) Peasants.  The beginning and end of every colony.  In general you want to start a colony with between 1 and 2 thatchs full of peasants. There are two ways to get the peasants you will need.  1) find a friend who will let you buy them off their colony.  2) make a primer colony. &lt;br /&gt;
                                                                                                                                                                                                                                           &lt;br /&gt;
A primer colony is simply a colony you have no intention of making any money off of but is built purely to harvest peasants for a uni while you get all your terraforming items built.  You throw a few thousand peasants onto a reasonably habitable world and then wait a couple months, then start buying peasants back and shoving them onto thatches. This will absolutely set you back a full uni but if you have no help that is what you do. &lt;br /&gt;
&lt;br /&gt;
4) [[Terraforming]] Prefabs.  The terraforming wiki is a little out of date, terraforming items now come in Prefabricated modules which can be mass built.  I would suggest the following Terraforming Projects minimum;&lt;br /&gt;
&lt;br /&gt;
Pre-Fabricated Atmosphere Scrubbing Project&lt;br /&gt;
&lt;br /&gt;
Pre-Fabricated Atmosphere Cleansing Project&lt;br /&gt;
&lt;br /&gt;
Pre-Fabricated Dark Matter Injection &lt;br /&gt;
&lt;br /&gt;
Pre-Fabricated Project Little Greenhouse &lt;br /&gt;
&lt;br /&gt;
Pre-Fabricated Orbital Habitats &lt;br /&gt;
&lt;br /&gt;
Pre-Fabricated Sensible Living Project &lt;br /&gt;
&lt;br /&gt;
These two are also recommended;&lt;br /&gt;
&lt;br /&gt;
Pre-Fabricated Global Cooling Project&lt;br /&gt;
 &lt;br /&gt;
Pre-Fabricated Gravity Controller Experiment &lt;br /&gt;
&lt;br /&gt;
It is important to note that ALL of the factories necessary to make the parts for these items can be gotten from the Junkyard system for Station Gear Tokens. &lt;br /&gt;
&lt;br /&gt;
Now, you are probably wondering why I am only recommending using the FIRST in each set of terraforming Projects, and for that we need to look at [[Suitability]]&lt;br /&gt;
&lt;br /&gt;
===Where Colonies?===&lt;br /&gt;
&lt;br /&gt;
To begin with open the [[Suitability]] table and organize it by percentage. Now, Blistering/Heavy/Gaseous are “Red flags”, as there is not real way to colonize any planet with more then once of these quickly.  However, so long as a planet has only one single red flag attribute, with colony admin 30 you can put 4-5 terraforming projects on it the first day and its suitability will increase to over 105%!  While this is not perfect, it is not bad either, and better yet you get it on the first day so you have he maximum time to grow.  A colony with 105% suitability will grow at a rate of 2.1% per tic ( a tic is two hours irl) vs a colony maxed at 125% growing at 2.9% per tic.  So that is 27 days to reach 1 billion population vs 20 days for a 125% colony, assuming you start with 1 million population. However, as Thatches with Heph augs recently got raised to 3.6 million space, you are looking at around 16 to 21 days to get a colony fully prepped and ready.&lt;br /&gt;
&lt;br /&gt;
===Ok, nuts and bolts time===&lt;br /&gt;
&lt;br /&gt;
SO, you have your brake, you have your thatches with all of your peasants, and you have your Terraforming items. Now what?&lt;br /&gt;
&lt;br /&gt;
Step 1) start Scanning Planets, you are looking for anything with only one single “Red Flag” attribute, Heavy/Blistering/Gaseous.  If you are on earthforce layer and F2p ignore this, you need planets with at least two perfect attributes to colonize (Normal/Temperate/Terran).&lt;br /&gt;
&lt;br /&gt;
Step 2) Build a Base, Tech 12 is recommended as you will want to equip Space Rat Slaughterhouses and Prefabricated Sensible living Project if you can get them, But if you do not mind slightly less effective colonies tech 9 will work fine. If you are on Earthforce layer you will want to fill ALL of the remaining planet slots with Attached Drones as other players can and WILL undersell you to your own colony if they can put a base on the planet. &lt;br /&gt;
&lt;br /&gt;
Step 3) equip the base.  Remember to set your tradebay to NEVER sell all of your rations.  You will need at least 5000 on hand for the workers you will produce later. I would suggest the following, 5 hydroponics OR 5 harvesters (if you have oats) OR 1 space rat Hatchery and 10 space rat slaughterhouses.  Colonies eat.  SO do workers.  Next you will want Microfabs, Galactic Training Modules and Crack Dens, one micro for every den and module. These do not need to be equipped.&lt;br /&gt;
&lt;br /&gt;
Step 4) Add Peasants.  Most bases do not have even half the space necessary for a decent Colony build, so you will possibly want a thousand Station Extension Y or so, but you can get away without them if you are willing to start the Colony Blueprints a few at a time. With fast moving planets you will possibly need to use Precision Juice to increase your docking speed of your Thatch. &lt;br /&gt;
&lt;br /&gt;
Step 5) Wait.  A 125% colony grows at 2.8% per tic.  Tics are 2 hours each. SO it will take a colony with max Suitability 21 days to go from 1 million to 1 billion population.  &lt;br /&gt;
&lt;br /&gt;
Step 6) Start selling. Assuming 4 month Unis and 21 day setup, you should have about 100 days of profit from your colony.  As shown in the above graphic most of your income will come from workers, entertainers, Nukes and Baobobs. Prom is HUGE but not always available or desirable as your team might want it for other uses. &lt;br /&gt;
&lt;br /&gt;
And thats pretty much it.  After you start selling you need to keep your colonies supplied but with 20 planets (assuming one character is defenses only) you will not really have that hard a time with extraction. 1.2 trillion income per uni, quick, easy, done.&lt;br /&gt;
&lt;br /&gt;
[[Category:Money making guides]] [[Category:Player station guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Category:Money_making_guides&amp;diff=57732</id>
		<title>Category:Money making guides</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Category:Money_making_guides&amp;diff=57732"/>
				<updated>2023-06-30T11:20:51Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Created page with &amp;quot;Category:Guides&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Guide_to_funding,_income,_and_credits&amp;diff=57731</id>
		<title>Guide to funding, income, and credits</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Guide_to_funding,_income,_and_credits&amp;diff=57731"/>
				<updated>2023-06-30T11:20:00Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an open guide, please feel free to revise and update this guide as necessary.&lt;br /&gt;
&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
SO if you re here i am going to assume you have noticed that getting enough money in star sonata is not as easy as it is in other games.  Due to low player population, certain ideas about F2P player held by the dev team, and recent changes to the game, trying to get the funding to run your character on Earth Force layers is a jaw dropping headache.  That said,{http://forum.starsonata.com/viewtopic.php?f=3&amp;amp;t=63277 after an extensive and bitter argument] i have at least managed to assemble nearly every income source in game, and will publish them here for your edification.  Yes, every possible effort was made to expand this list, read the link for details. &lt;br /&gt;
&lt;br /&gt;
THis list is divided into catagories and color coded for your convieneance.  These are&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Jaw droppingly easy, anyone over level 100 can do this and make decent money&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Simple to do, but requires some effort, either no limitations and decent rewards or some limitations and great rewards&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Are limited by level, Class or some other important factor.  This is the lowest level i would advise you to rely on.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Are either very limited, inconsistent in income, or difficult for some other reason.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:OrangeRed &amp;quot;&amp;gt;Totally inconsistent or extremely difficult to make work.  Included only for notation.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT; P2P funding options are not listed in this guide because frankly they are so easy to find.  Between Strontium 90 and Subspace, there is no reason a P2P player should have any difficulty with early game funding.'''&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Colored Empires&amp;lt;/span&amp;gt;==&lt;br /&gt;
One of the earliest dungeons you will find is also one of your best sources of income.  Located off of Prism, you MUST remember to set any bots to have to not &amp;quot;Fight Enemies&amp;quot; as the Paxian ship in Prism will attack you, denying you access to the station and thus the mission start point.  The station is located between the warp points to the north, you need Warp 1 to enter.  Once you have completed the entire mission chain inside (which incidently gets you your very own Prismatic Converter for Capping AI) the main stations will have a mission called &amp;quot;Emporors Favor&amp;quot; repeatable once a day.  This mission allows you to duel each of the colored emporors for a cash prize, as well as loot they drop.  &lt;br /&gt;
&lt;br /&gt;
Total Credits per day; 200 million.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Auric Sector&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Image:Goldenboy_Ingot_Thumb.gif|right|]][[Image:Goldenboy_Statue.png|right|]]&lt;br /&gt;
Auric sector has several differant ways it can be approached, but as most of them are incredibly simple it is tier 1. THe three ways are listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt; '''Mine Gold''' &amp;lt;/span&amp;gt;  By shooting the astroids that are yellow tinted and then scooping the debrise, you can get a large quantity of gold or fools gold.  Both can be sold at the AI station for credits, or traded in for a daily missions. Remember, you need a mining weapon to mine astroids!&lt;br /&gt;
&lt;br /&gt;
Total Credits; 35 million credits per hour for the Fools Gold mission, 6 million for gold, so maybe 60 million per hour for 500 million a day?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt; '''Cap AI''' &amp;lt;/span&amp;gt; The golden boy ships (Pictured right) have items on them that can be traded at Tortuga for GOld Dubloons.  These dubloons can then be traded for 20 million credits each.  The only problem is you have to be level 500 in order for the tradin mission to show up. Also, you are limited to 40 docked ships total, becouse reasons. &lt;br /&gt;
&lt;br /&gt;
Total Credits per hour: 600 million if you have good cap bots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;'''Killing Ships'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ships in Auric Sector occasionally start shooting the asteroids and selling the Gold to the AI base, accruing the money in their cargo... very occasionally.  Getting any money off of the ships this way requires that 1) no body has killed them recently and 2) no body has been selling gold to the ai station recently either.  Highly Unlikely.&lt;br /&gt;
&lt;br /&gt;
Total Credits; Maybe 100 million a day if you are lucky.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Insurance Missions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
The [[Reaver Missions|Insurance Missions]] in Brigands strong hold require you to go kill half a dozen ships to claim a cash prized.  The ships are easy but the prizes are small. Scalling from 2 million to 210 million per missions, i recommend doing these in tranches once you figure out what areas the ships hang out at. &lt;br /&gt;
&lt;br /&gt;
Total Credits; 20 million up to 500 million per day depending on level.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Skill Items sales&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Three early game zones now drop skill items,  These are [[Vulcan]] with heated metals, [[Mira]] with Paxian Medallions, and [[Jungle]] with Primal Jungle Power Cores.  Now players with multiple (dozen) accounts (here after referred to as &amp;quot;whales&amp;quot;) Do not necessarily want to farm all those skill items for all those characters, so they will frequently buy them. While heated metals can be gotten in near infinite quantities, Paxian Medallions can only be gotten (repeatedly)from a mission in Mira that an be done once per character per day. A full account of 5 characters can get 25 medals per day, and they usually sell for 100 million credits each.  &lt;br /&gt;
Total Credits; 2.5 billion credits per day.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Blanco&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Blanco is a Dungeon with three sub boss rooms in it, one for each of the Chrome ships.  The first two are fairly simple, but the last one involves a full dozen Slumber CHromes, and is not for the faint of heart...or levels at least. &lt;br /&gt;
&lt;br /&gt;
Total Credits; 250 million per day&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Jungle&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Jungle is one of the better leveling zones for level 200 to 300 players.  In addition, several of the drops sell for a decent amount. Jungle Armada Crests sell for 200 to 300 million to players, and Primal Blueprints sell to AI shops for 20 million.  &lt;br /&gt;
&lt;br /&gt;
Total Credtis per day; 3-5 JACs and a dozen BP are about a billion a day.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Colonies&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Image:Colony.jpg|right|]]&lt;br /&gt;
Colonies where once the best of the best, the go to passive funding source for most of the game, and are still used by most players today.  The problem with using them as a free to play is that you have a very small selection of planets you can use, only Medium, Temperate, Terran unless you have someone boosting you.  In order to boost a colony, a P2P player (not necessarily on your team) must put a station on the planet you are colonizing.  Preferably this is someone over level 1000, thus doubling the normal [[Suitability]] of the planet. &lt;br /&gt;
&lt;br /&gt;
Colonies do however require significant starting capital to get going.  A starting colony at the beginning of a uni should have about 1-2 million peasants sold to it, then left for 4 weeks to grow (assuming suitability of 125%).  Generally how you want to start is to get a primer colony running for a uni, and use this to fill half a dozen thatches with peasants at the end of the uni.  Then, use these to create actual profitable colonies the next uni.&lt;br /&gt;
&lt;br /&gt;
Colonies make profit for you by buying items like a station does, only they do it automatically.  WHen you set a trade bay up for a colony, the colony will buy a certain group of items (see image right) if they are priced LOWER then then what the colony is demanding.  If you price the Items higher, your base will buy them fro the colony&amp;gt;  A simple example of this is Peasants in the image, where it says -4580.  This station is buying 4580 peasants, converting them into Entertainers and Workers, and selling them back to the colony for a profit. &lt;br /&gt;
&lt;br /&gt;
The reason that Colonies are this low on the list is that they have three major limitations on EF layer.  1) Very expensive to set up, 2) Requires either CA or a booster to run, and 3) promethium.  There are only a half dozen prom belts in EF layer, and they are fought over fiercely.  Since most of your colony incme is coming from Prometium, you need belt access to make a colony work for you, and if you are late to the uni, all the belts will be taken.  &lt;br /&gt;
&lt;br /&gt;
Projected income from one colony for 1 uni; With Prom belt, 10-12 billion, without Prom belt 5 billion.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Dungeon Galaxies&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Dungeon Galaxies are a staple of Star Sonata, the location where ostensibly you get  most of your loot from.  Up until recently this was not the case for the majority of players, as the drop system was incomprehensible and this underused.  Now that we have a decent drop system on wiki, this will hopefully change. [[DG Drops]]&lt;br /&gt;
&lt;br /&gt;
Dungeons are relatively simple, you go through killing everything until a boss level at the end (symbolized by purple lighting bolts on the entrance warp), kill the boss, scoop its loot and credits, then move on to the next dg.  Different people handle DG loot different ways.  Some just sell everything to AI stations, Some set up shops to vend the items to other players, some offer the items to their team mates at market buy prices (so if a Liposuction is selling for 200 million, but being bought for 75 million, they will offer their teammates one at 80 million). &lt;br /&gt;
&lt;br /&gt;
There has been two important changes in recent unis, the Bindo Drop rate was fixed and Station Gear Tokens are a thing. Previously only dropping from very high end DG, bindo now has a 10% drop rate form any DG boss.  So assuming you are moving quickly, you should be able to get one bindo piece ever couple of hours or so. &lt;br /&gt;
&lt;br /&gt;
Second is Station Gear Tokens.  Currently selling at 150 million each, these are aquired by killing specific DG bosses.  The Most easily recognized of which are the box ships, Omega Platform and Omega Battlestation which can be found in DF 300 DGs. &lt;br /&gt;
&lt;br /&gt;
Total Credits per hour DGing; 150 to 200 million.  With bindo 1 billion per hour.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Player Construction&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Building items for other players can be very iffy depending on when in the uni it is.  Titanium sheets sell well at the start and end of the uni, as players try to build stations. Things like Arson Drones and Blue Beta Drones might sell well if there is a a large influx of new players.   &lt;br /&gt;
&lt;br /&gt;
TOtal Credits per uni; 5 billion?&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Capping Ships&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Capping ships would probably be in the green bar if not for a relevant trick.  Because FC get two pools of fighting bots (wild and combat), you can use one pool, the combat bots, for radiation damage dealing ships, while filling the other pool with the bots you capture.  This alone would not yield a yellow rating wither, however, there is an advacned skill Called WIldman, that gives you 50% more wild bot slots, and this style of capture truely does no come into its own without it.  THus, In order to cap bots at the best possible rate, you need a high level skill, so the yellow rating.  If you do not mind being less effective, consider this a green item. Further,it has been pointed out that ships in DG are less likely to scoop items and thus less likely to be over hull. &lt;br /&gt;
&lt;br /&gt;
Suggested ships to cap (IE appear in DG entryways and can be docked): Inferno, Blaze Inferno, Pretty Boy, Pretty Girl, Ragnarock, Space Blue Alpha, SPace Blue Beta, Space Blue Gamma, Basil.  &lt;br /&gt;
&lt;br /&gt;
As with DG's what you do with the items you get is entirely dependent on your play style.  Some people sell everything to AI bases, however items like Basil Sheaths and Hot Good can be sold to other players for significantly more then an AI base will buy them for. &lt;br /&gt;
&lt;br /&gt;
Credits per hour; Ranges from 30 ships captured for 8 million a ship, 240 million up to 50 ships captured for 60 million, 3 billion &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Rumble Aug Farming&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Credit to Neon Sword for discovering this.  TO make this trick work, you need to do a series of things very quickly.&lt;br /&gt;
&lt;br /&gt;
1) Sit on the Instance gate INSIDE rumble with no squad&lt;br /&gt;
&lt;br /&gt;
2) warp into the instance&lt;br /&gt;
&lt;br /&gt;
3) kill everything in the instance, scoop everything, then leave&lt;br /&gt;
&lt;br /&gt;
4) QUIT THE SQUAD THAT FORMED WHEN YOU JUMPED INTO THE INSTANCE&lt;br /&gt;
&lt;br /&gt;
5) repeat&lt;br /&gt;
&lt;br /&gt;
This works best with Pirating 20 and a gunner with Surgical Beams, however for those of us not quite so blessed, i found that a great Vortex laser with Zen of Reach 10 is perfectly sufficient. &lt;br /&gt;
&lt;br /&gt;
Credits per hour; 200 or more augmenters totaling 1.5 billion with a sub optimal set up.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Tradegoods Shop buying trick&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Image:Tradegood.jpg|right|]]&lt;br /&gt;
[[Tortuga Missions]] contains a little know but valuable trick that can get you quite a lot of credits quite quickly.  The AI who possess Tradegoods will sell them to your station if you set it to buy them at any price at all, in addition to things like Pirate Crests and Dark Remains.  Now, in tortuga, once you are level (500?)and have completed the Barbe Rogue missions, you can do a mission called Capture Training!, that opens the [[Plunder Missions]].  The plunder missions in turn get you Gold Dubloons, which you can trade for Credits from another mission in tortuga at the rate of one dubloon per 10million credits.  &lt;br /&gt;
&lt;br /&gt;
So the whole system is 1) get bases to buy Tradegoods 2) Do Tortuga Barbe Rogue mission chain 3) Do Tortuga Scorched Tradebadge chain, 3) Turn in Tradegoods for Dubloons, 4) Turn in Dubloons for Credits.  5) Profit!&lt;br /&gt;
&lt;br /&gt;
Its a little complicated.&lt;br /&gt;
&lt;br /&gt;
There is also a mission in Sol which allows the same thing to be done with pirate crests &amp;gt; Enforcer Badges &amp;gt; Credits, but it pays alot less. &lt;br /&gt;
&lt;br /&gt;
Projected profits ; About 500 million per day.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Industrial Commodities&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Industrial Commodities]] are one of the primary funding mechanism of Wild Space (WS).  Unfortunately, this guide is tailored to Earthforce layer, so they get a orange rating, due to the fact that you either need a willing trade partner who is P2p OR need to be p2p play yourself and have a trade fleet shipping the IC to wild space. ANyone telling you that IC can be hauled to wild space by a self piloted ship has no clue what they are talking about, you will die and loose all your IC before you get anywhere near a station that buys them.&lt;br /&gt;
&lt;br /&gt;
Projected income assuming One character with 16 ranks in Station Management and Lots sized extraction zones on Silicon; 15 million per day.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Quick Tutorial on Base setups&amp;lt;/span&amp;gt;'''; Setting up bases in star sonata has been made infinity simpler in the last year, all bases now come with inbuilt energy, Shields, radar and resistances, so you no longer have to build these things while hoping random AI do not kil your base.  Further, and more importantly, they have an inbuilt item giving them rations for 25 workers per hour, and 25 workers standard.  SO long ask you do not add any workers or equipment to your bases, they will live forever.  Thus, if you have a extract point with 15 spaces, you can drop a base, equip 15 extractors, set the trade bay up, and run bots to it hauling the resources away to your factories. This means that little to no effort is required to Harvest any resource point of &amp;quot;A bunch&amp;quot; or lower. &lt;br /&gt;
&lt;br /&gt;
Important notes on Base setup; &lt;br /&gt;
&lt;br /&gt;
1) Any base with more then 25 workers requires BOTH a Hydroponics (or two junkyard hydroponics) AND a MRE factory to produce rations.  The number of these varies with the number of workers, the command &amp;quot;!rations &amp;quot;number of workers&amp;quot; on discord will tell you how many. So !rations 1200 will tell you how many Hydroponics and MRE factories you need to supply 1200 workers.  REMEMBER, TWO JUNKYARD STARTER HYDRO = ONE HYDROPONICS!&lt;br /&gt;
&lt;br /&gt;
2) Setting up your trade bay properly is CRITICAL! ALWAYS set a &amp;quot;Make Max&amp;quot; for ANY item you base is making, INCLUDING RATIONS AND SPACE OATS!  Literally the first thing you should do after laying a base is equip the trade bay, add rations and space oats, price 1, maximum quantity 1000.  Just make it a habit you get into, nothing is more annoying then trying to figure out why your not shipping any silicon only to discover all your bases are crammed to the walls with rations and cannot extract anything because they have no room. Except possibly having your base die because there where so many space oats it could not produce rations. &lt;br /&gt;
&lt;br /&gt;
3) The Remote Control and Programming skills is Critical to running any extraction operation, trust me you do not want to be hauling things by hand.  For lower level players the best trading ships are Massif and Roscap, Massif for large items and Roscap for smaller faster runs. for REALLY small runs (like hauling IC to wild space) Paximinus are preferable due to their high resistances and low slot usage.  Also, having a bulk trader pick up only one base at a time is usually wasting space.  &amp;quot;Dock Extract 1, buy, dock extract 2, buy, dock factory, sell, dock extract 3, buy, dock extract 4 buy, dock factory, sell&amp;quot; is a perfectly normal command series for a bulk tradebot.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Traginium/Dementium/ Dementium Fragmants&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
These Items while profitable in the right circumstances are INCREDIBLY inconsistent in their sales. [[Traginium]] can be extracted from [[[Bonnett]] and is used for a large number of skills, but as they are early skills and people tend to not need it after acquiring them, sales slump quickly if there is not a steady influx of new players.  Dem Frags and [[Dementium]] are necessary to build defective bases in wild space, but is incredibly rare, coming from only a few higher level field mobs and [[DG Drops]].  &lt;br /&gt;
&lt;br /&gt;
Average Income; your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Protoplasmic&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Protoplasmica is a mini dungeon focusing on Goblins, with Doc Goblin as a boss half way up.  One of the reason this is even on the list is that Doc Goblin respawns VERY VERY FAST, every minute or so, allowing you to camp him for hours if you have the hull for it.  The reason it is rated so low is that Doc's drops are so inconsistent that you will end up with a hold full of garbage with one or two useful items unless you bring a massif and some well built bots. People have reported that if you sit farming doc long enough, the drops improve, but I am writing that off the gamblers fallacy or law of large numbers. It is however one of the few places known to drop Nuclear Convotronic II's!&lt;br /&gt;
&lt;br /&gt;
Average credits earned; your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Faction Gear&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Swabbies, Buccaneers, Condemned, Doomed, Enforcers, Constables, there are several sets of build-able gear in game.  Unfortunately they are all at early levels and thus do not sell well in a game where most players are over level 1000.  A few items miht sell somewhat well, Sergent's enforcers are sometime uses as trade or combat bots, and you can trade Enforcers crests for a neurotweek.  Infernal Batteries are one of the best mid tech reactors in the game for bank, and rumors insist there will be a use for large numbers of infernal cells in the near future.  Other then that, there is really not much demand for these items.&lt;br /&gt;
&lt;br /&gt;
Average Earnings; Your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Copper Dungeon&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Copper Dungeon is hands down the best source of Damage Augmenters in the game, and the only source of Hostile Augmenters.  Unfortunately, the AI are strongly resistant to anything except Energy Damage and tend to swarm in large groups, making copper runs very risky, even when well prepared.  &lt;br /&gt;
&lt;br /&gt;
Expected Credits; Your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:OrangeRed &amp;quot;&amp;gt;Prospecting&amp;lt;/span&amp;gt;==&lt;br /&gt;
There are many layers where prospecting will yield significant rewards. Earthforce is not one of them. I have frequently searched 30 galaxies to find two nodes totaling less then 150 million in resources.  Quite often i will simply find nothing. &lt;br /&gt;
&lt;br /&gt;
Expected credits; Nothing&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Funding]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Income]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Money making guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Guide_to_funding,_income,_and_credits&amp;diff=57730</id>
		<title>Guide to funding, income, and credits</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Guide_to_funding,_income,_and_credits&amp;diff=57730"/>
				<updated>2023-06-30T11:18:01Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Added money making guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This is an open guide, please feel free to revise and update this guide as necessary.&lt;br /&gt;
&lt;br /&gt;
== Intro ==&lt;br /&gt;
&lt;br /&gt;
SO if you re here i am going to assume you have noticed that getting enough money in star sonata is not as easy as it is in other games.  Due to low player population, certain ideas about F2P player held by the dev team, and recent changes to the game, trying to get the funding to run your character on Earth Force layers is a jaw dropping headache.  That said,{http://forum.starsonata.com/viewtopic.php?f=3&amp;amp;t=63277 after an extensive and bitter argument] i have at least managed to assemble nearly every income source in game, and will publish them here for your edification.  Yes, every possible effort was made to expand this list, read the link for details. &lt;br /&gt;
&lt;br /&gt;
THis list is divided into catagories and color coded for your convieneance.  These are&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Jaw droppingly easy, anyone over level 100 can do this and make decent money&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Simple to do, but requires some effort, either no limitations and decent rewards or some limitations and great rewards&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Are limited by level, Class or some other important factor.  This is the lowest level i would advise you to rely on.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Are either very limited, inconsistent in income, or difficult for some other reason.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:OrangeRed &amp;quot;&amp;gt;Totally inconsistent or extremely difficult to make work.  Included only for notation.&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''IMPORTANT; P2P funding options are not listed in this guide because frankly they are so easy to find.  Between Strontium 90 and Subspace, there is no reason a P2P player should have any difficulty with early game funding.'''&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Colored Empires&amp;lt;/span&amp;gt;==&lt;br /&gt;
One of the earliest dungeons you will find is also one of your best sources of income.  Located off of Prism, you MUST remember to set any bots to have to not &amp;quot;Fight Enemies&amp;quot; as the Paxian ship in Prism will attack you, denying you access to the station and thus the mission start point.  The station is located between the warp points to the north, you need Warp 1 to enter.  Once you have completed the entire mission chain inside (which incidently gets you your very own Prismatic Converter for Capping AI) the main stations will have a mission called &amp;quot;Emporors Favor&amp;quot; repeatable once a day.  This mission allows you to duel each of the colored emporors for a cash prize, as well as loot they drop.  &lt;br /&gt;
&lt;br /&gt;
Total Credits per day; 200 million.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Auric Sector&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Image:Goldenboy_Ingot_Thumb.gif|right|]][[Image:Goldenboy_Statue.png|right|]]&lt;br /&gt;
Auric sector has several differant ways it can be approached, but as most of them are incredibly simple it is tier 1. THe three ways are listed below.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt; '''Mine Gold''' &amp;lt;/span&amp;gt;  By shooting the astroids that are yellow tinted and then scooping the debrise, you can get a large quantity of gold or fools gold.  Both can be sold at the AI station for credits, or traded in for a daily missions. Remember, you need a mining weapon to mine astroids!&lt;br /&gt;
&lt;br /&gt;
Total Credits; 35 million credits per hour for the Fools Gold mission, 6 million for gold, so maybe 60 million per hour for 500 million a day?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt; '''Cap AI''' &amp;lt;/span&amp;gt; The golden boy ships (Pictured right) have items on them that can be traded at Tortuga for GOld Dubloons.  These dubloons can then be traded for 20 million credits each.  The only problem is you have to be level 500 in order for the tradin mission to show up. Also, you are limited to 40 docked ships total, becouse reasons. &lt;br /&gt;
&lt;br /&gt;
Total Credits per hour: 600 million if you have good cap bots. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;'''Killing Ships'''&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The ships in Auric Sector occasionally start shooting the asteroids and selling the Gold to the AI base, accruing the money in their cargo... very occasionally.  Getting any money off of the ships this way requires that 1) no body has killed them recently and 2) no body has been selling gold to the ai station recently either.  Highly Unlikely.&lt;br /&gt;
&lt;br /&gt;
Total Credits; Maybe 100 million a day if you are lucky.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Insurance Missions&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
The [[Reaver Missions|Insurance Missions]] in Brigands strong hold require you to go kill half a dozen ships to claim a cash prized.  The ships are easy but the prizes are small. Scalling from 2 million to 210 million per missions, i recommend doing these in tranches once you figure out what areas the ships hang out at. &lt;br /&gt;
&lt;br /&gt;
Total Credits; 20 million up to 500 million per day depending on level.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Skill Items sales&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Three early game zones now drop skill items,  These are [[Vulcan]] with heated metals, [[Mira]] with Paxian Medallions, and [[Jungle]] with Primal Jungle Power Cores.  Now players with multiple (dozen) accounts (here after referred to as &amp;quot;whales&amp;quot;) Do not necessarily want to farm all those skill items for all those characters, so they will frequently buy them. While heated metals can be gotten in near infinite quantities, Paxian Medallions can only be gotten (repeatedly)from a mission in Mira that an be done once per character per day. A full account of 5 characters can get 25 medals per day, and they usually sell for 100 million credits each.  &lt;br /&gt;
Total Credits; 2.5 billion credits per day.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Blanco&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Blanco is a Dungeon with three sub boss rooms in it, one for each of the Chrome ships.  The first two are fairly simple, but the last one involves a full dozen Slumber CHromes, and is not for the faint of heart...or levels at least. &lt;br /&gt;
&lt;br /&gt;
Total Credits; 250 million per day&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Jungle&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Jungle is one of the better leveling zones for level 200 to 300 players.  In addition, several of the drops sell for a decent amount. Jungle Armada Crests sell for 200 to 300 million to players, and Primal Blueprints sell to AI shops for 20 million.  &lt;br /&gt;
&lt;br /&gt;
Total Credtis per day; 3-5 JACs and a dozen BP are about a billion a day.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Colonies&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Image:Colony.jpg|right|]]&lt;br /&gt;
Colonies where once the best of the best, the go to passive funding source for most of the game, and are still used by most players today.  The problem with using them as a free to play is that you have a very small selection of planets you can use, only Medium, Temperate, Terran unless you have someone boosting you.  In order to boost a colony, a P2P player (not necessarily on your team) must put a station on the planet you are colonizing.  Preferably this is someone over level 1000, thus doubling the normal [[Suitability]] of the planet. &lt;br /&gt;
&lt;br /&gt;
Colonies do however require significant starting capital to get going.  A starting colony at the beginning of a uni should have about 1-2 million peasants sold to it, then left for 4 weeks to grow (assuming suitability of 125%).  Generally how you want to start is to get a primer colony running for a uni, and use this to fill half a dozen thatches with peasants at the end of the uni.  Then, use these to create actual profitable colonies the next uni.&lt;br /&gt;
&lt;br /&gt;
Colonies make profit for you by buying items like a station does, only they do it automatically.  WHen you set a trade bay up for a colony, the colony will buy a certain group of items (see image right) if they are priced LOWER then then what the colony is demanding.  If you price the Items higher, your base will buy them fro the colony&amp;gt;  A simple example of this is Peasants in the image, where it says -4580.  This station is buying 4580 peasants, converting them into Entertainers and Workers, and selling them back to the colony for a profit. &lt;br /&gt;
&lt;br /&gt;
The reason that Colonies are this low on the list is that they have three major limitations on EF layer.  1) Very expensive to set up, 2) Requires either CA or a booster to run, and 3) promethium.  There are only a half dozen prom belts in EF layer, and they are fought over fiercely.  Since most of your colony incme is coming from Prometium, you need belt access to make a colony work for you, and if you are late to the uni, all the belts will be taken.  &lt;br /&gt;
&lt;br /&gt;
Projected income from one colony for 1 uni; With Prom belt, 10-12 billion, without Prom belt 5 billion.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Dungeon Galaxies&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Dungeon Galaxies are a staple of Star Sonata, the location where ostensibly you get  most of your loot from.  Up until recently this was not the case for the majority of players, as the drop system was incomprehensible and this underused.  Now that we have a decent drop system on wiki, this will hopefully change. [[DG Drops]]&lt;br /&gt;
&lt;br /&gt;
Dungeons are relatively simple, you go through killing everything until a boss level at the end (symbolized by purple lighting bolts on the entrance warp), kill the boss, scoop its loot and credits, then move on to the next dg.  Different people handle DG loot different ways.  Some just sell everything to AI stations, Some set up shops to vend the items to other players, some offer the items to their team mates at market buy prices (so if a Liposuction is selling for 200 million, but being bought for 75 million, they will offer their teammates one at 80 million). &lt;br /&gt;
&lt;br /&gt;
There has been two important changes in recent unis, the Bindo Drop rate was fixed and Station Gear Tokens are a thing. Previously only dropping from very high end DG, bindo now has a 10% drop rate form any DG boss.  So assuming you are moving quickly, you should be able to get one bindo piece ever couple of hours or so. &lt;br /&gt;
&lt;br /&gt;
Second is Station Gear Tokens.  Currently selling at 150 million each, these are aquired by killing specific DG bosses.  The Most easily recognized of which are the box ships, Omega Platform and Omega Battlestation which can be found in DF 300 DGs. &lt;br /&gt;
&lt;br /&gt;
Total Credits per hour DGing; 150 to 200 million.  With bindo 1 billion per hour.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Lime&amp;quot;&amp;gt;Player Construction&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Building items for other players can be very iffy depending on when in the uni it is.  Titanium sheets sell well at the start and end of the uni, as players try to build stations. Things like Arson Drones and Blue Beta Drones might sell well if there is a a large influx of new players.   &lt;br /&gt;
&lt;br /&gt;
TOtal Credits per uni; 5 billion?&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Capping Ships&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Capping ships would probably be in the green bar if not for a relevant trick.  Because FC get two pools of fighting bots (wild and combat), you can use one pool, the combat bots, for radiation damage dealing ships, while filling the other pool with the bots you capture.  This alone would not yield a yellow rating wither, however, there is an advacned skill Called WIldman, that gives you 50% more wild bot slots, and this style of capture truely does no come into its own without it.  THus, In order to cap bots at the best possible rate, you need a high level skill, so the yellow rating.  If you do not mind being less effective, consider this a green item. Further,it has been pointed out that ships in DG are less likely to scoop items and thus less likely to be over hull. &lt;br /&gt;
&lt;br /&gt;
Suggested ships to cap (IE appear in DG entryways and can be docked): Inferno, Blaze Inferno, Pretty Boy, Pretty Girl, Ragnarock, Space Blue Alpha, SPace Blue Beta, Space Blue Gamma, Basil.  &lt;br /&gt;
&lt;br /&gt;
As with DG's what you do with the items you get is entirely dependent on your play style.  Some people sell everything to AI bases, however items like Basil Sheaths and Hot Good can be sold to other players for significantly more then an AI base will buy them for. &lt;br /&gt;
&lt;br /&gt;
Credits per hour; Ranges from 30 ships captured for 8 million a ship, 240 million up to 50 ships captured for 60 million, 3 billion &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Rumble Aug Farming&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Credit to Neon Sword for discovering this.  TO make this trick work, you need to do a series of things very quickly.&lt;br /&gt;
&lt;br /&gt;
1) Sit on the Instance gate INSIDE rumble with no squad&lt;br /&gt;
&lt;br /&gt;
2) warp into the instance&lt;br /&gt;
&lt;br /&gt;
3) kill everything in the instance, scoop everything, then leave&lt;br /&gt;
&lt;br /&gt;
4) QUIT THE SQUAD THAT FORMED WHEN YOU JUMPED INTO THE INSTANCE&lt;br /&gt;
&lt;br /&gt;
5) repeat&lt;br /&gt;
&lt;br /&gt;
This works best with Pirating 20 and a gunner with Surgical Beams, however for those of us not quite so blessed, i found that a great Vortex laser with Zen of Reach 10 is perfectly sufficient. &lt;br /&gt;
&lt;br /&gt;
Credits per hour; 200 or more augmenters totaling 1.5 billion with a sub optimal set up.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Yellow&amp;quot;&amp;gt;Tradegoods Shop buying trick&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Image:Tradegood.jpg|right|]]&lt;br /&gt;
[[Tortuga Missions]] contains a little know but valuable trick that can get you quite a lot of credits quite quickly.  The AI who possess Tradegoods will sell them to your station if you set it to buy them at any price at all, in addition to things like Pirate Crests and Dark Remains.  Now, in tortuga, once you are level (500?)and have completed the Barbe Rogue missions, you can do a mission called Capture Training!, that opens the [[Plunder Missions]].  The plunder missions in turn get you Gold Dubloons, which you can trade for Credits from another mission in tortuga at the rate of one dubloon per 10million credits.  &lt;br /&gt;
&lt;br /&gt;
So the whole system is 1) get bases to buy Tradegoods 2) Do Tortuga Barbe Rogue mission chain 3) Do Tortuga Scorched Tradebadge chain, 3) Turn in Tradegoods for Dubloons, 4) Turn in Dubloons for Credits.  5) Profit!&lt;br /&gt;
&lt;br /&gt;
Its a little complicated.&lt;br /&gt;
&lt;br /&gt;
There is also a mission in Sol which allows the same thing to be done with pirate crests &amp;gt; Enforcer Badges &amp;gt; Credits, but it pays alot less. &lt;br /&gt;
&lt;br /&gt;
Projected profits ; About 500 million per day.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Industrial Commodities&amp;lt;/span&amp;gt;==&lt;br /&gt;
[[Industrial Commodities]] are one of the primary funding mechanism of Wild Space (WS).  Unfortunately, this guide is tailored to Earthforce layer, so they get a orange rating, due to the fact that you either need a willing trade partner who is P2p OR need to be p2p play yourself and have a trade fleet shipping the IC to wild space. ANyone telling you that IC can be hauled to wild space by a self piloted ship has no clue what they are talking about, you will die and loose all your IC before you get anywhere near a station that buys them.&lt;br /&gt;
&lt;br /&gt;
Projected income assuming One character with 16 ranks in Station Management and Lots sized extraction zones on Silicon; 15 million per day.&lt;br /&gt;
&lt;br /&gt;
'''&amp;lt;span style=&amp;quot;color:Aquamarine&amp;quot;&amp;gt;Quick Tutorial on Base setups&amp;lt;/span&amp;gt;'''; Setting up bases in star sonata has been made infinity simpler in the last year, all bases now come with inbuilt energy, Shields, radar and resistances, so you no longer have to build these things while hoping random AI do not kil your base.  Further, and more importantly, they have an inbuilt item giving them rations for 25 workers per hour, and 25 workers standard.  SO long ask you do not add any workers or equipment to your bases, they will live forever.  Thus, if you have a extract point with 15 spaces, you can drop a base, equip 15 extractors, set the trade bay up, and run bots to it hauling the resources away to your factories. This means that little to no effort is required to Harvest any resource point of &amp;quot;A bunch&amp;quot; or lower. &lt;br /&gt;
&lt;br /&gt;
Important notes on Base setup; &lt;br /&gt;
&lt;br /&gt;
1) Any base with more then 25 workers requires BOTH a Hydroponics (or two junkyard hydroponics) AND a MRE factory to produce rations.  The number of these varies with the number of workers, the command &amp;quot;!rations &amp;quot;number of workers&amp;quot; on discord will tell you how many. So !rations 1200 will tell you how many Hydroponics and MRE factories you need to supply 1200 workers.  REMEMBER, TWO JUNKYARD STARTER HYDRO = ONE HYDROPONICS!&lt;br /&gt;
&lt;br /&gt;
2) Setting up your trade bay properly is CRITICAL! ALWAYS set a &amp;quot;Make Max&amp;quot; for ANY item you base is making, INCLUDING RATIONS AND SPACE OATS!  Literally the first thing you should do after laying a base is equip the trade bay, add rations and space oats, price 1, maximum quantity 1000.  Just make it a habit you get into, nothing is more annoying then trying to figure out why your not shipping any silicon only to discover all your bases are crammed to the walls with rations and cannot extract anything because they have no room. Except possibly having your base die because there where so many space oats it could not produce rations. &lt;br /&gt;
&lt;br /&gt;
3) The Remote Control and Programming skills is Critical to running any extraction operation, trust me you do not want to be hauling things by hand.  For lower level players the best trading ships are Massif and Roscap, Massif for large items and Roscap for smaller faster runs. for REALLY small runs (like hauling IC to wild space) Paximinus are preferable due to their high resistances and low slot usage.  Also, having a bulk trader pick up only one base at a time is usually wasting space.  &amp;quot;Dock Extract 1, buy, dock extract 2, buy, dock factory, sell, dock extract 3, buy, dock extract 4 buy, dock factory, sell&amp;quot; is a perfectly normal command series for a bulk tradebot.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Traginium/Dementium/ Dementium Fragmants&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
These Items while profitable in the right circumstances are INCREDIBLY inconsistent in their sales. [[Traginium]] can be extracted from [[[Bonnett]] and is used for a large number of skills, but as they are early skills and people tend to not need it after acquiring them, sales slump quickly if there is not a steady influx of new players.  Dem Frags and [[Dementium]] are necessary to build defective bases in wild space, but is incredibly rare, coming from only a few higher level field mobs and [[DG Drops]].  &lt;br /&gt;
&lt;br /&gt;
Average Income; your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Protoplasmic&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Protoplasmica is a mini dungeon focusing on Goblins, with Doc Goblin as a boss half way up.  One of the reason this is even on the list is that Doc Goblin respawns VERY VERY FAST, every minute or so, allowing you to camp him for hours if you have the hull for it.  The reason it is rated so low is that Doc's drops are so inconsistent that you will end up with a hold full of garbage with one or two useful items unless you bring a massif and some well built bots. People have reported that if you sit farming doc long enough, the drops improve, but I am writing that off the gamblers fallacy or law of large numbers. It is however one of the few places known to drop Nuclear Convotronic II's!&lt;br /&gt;
&lt;br /&gt;
Average credits earned; your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Faction Gear&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Swabbies, Buccaneers, Condemned, Doomed, Enforcers, Constables, there are several sets of build-able gear in game.  Unfortunately they are all at early levels and thus do not sell well in a game where most players are over level 1000.  A few items miht sell somewhat well, Sergent's enforcers are sometime uses as trade or combat bots, and you can trade Enforcers crests for a neurotweek.  Infernal Batteries are one of the best mid tech reactors in the game for bank, and rumors insist there will be a use for large numbers of infernal cells in the near future.  Other then that, there is really not much demand for these items.&lt;br /&gt;
&lt;br /&gt;
Average Earnings; Your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:Orange&amp;quot;&amp;gt;Copper Dungeon&amp;lt;/span&amp;gt;==&lt;br /&gt;
&lt;br /&gt;
Copper Dungeon is hands down the best source of Damage Augmenters in the game, and the only source of Hostile Augmenters.  Unfortunately, the AI are strongly resistant to anything except Energy Damage and tend to swarm in large groups, making copper runs very risky, even when well prepared.  &lt;br /&gt;
&lt;br /&gt;
Expected Credits; Your guess is as good as mine.&lt;br /&gt;
&lt;br /&gt;
==&amp;lt;span style=&amp;quot;color:OrangeRed &amp;quot;&amp;gt;Prospecting&amp;lt;/span&amp;gt;==&lt;br /&gt;
There are many layers where prospecting will yield significant rewards. Earthforce is not one of them. I have frequently searched 30 galaxies to find two nodes totaling less then 150 million in resources.  Quite often i will simply find nothing. &lt;br /&gt;
&lt;br /&gt;
Expected credits; Nothing&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Money]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Credits]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Funding]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Income]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Money making guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=How_to_make_money&amp;diff=57729</id>
		<title>How to make money</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=How_to_make_money&amp;diff=57729"/>
				<updated>2023-06-30T11:17:02Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Added money making guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==== *Heavy Static* ====&lt;br /&gt;
&lt;br /&gt;
-Redirecting connection... Please wait&lt;br /&gt;
&lt;br /&gt;
==== Hello, My name is UTFPImperialWorks, and welcome to the New Players guide to Life, the Universe and Everything. ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Would you like to know more?&lt;br /&gt;
&lt;br /&gt;
==== The Quick Answer ====&lt;br /&gt;
&lt;br /&gt;
of course, there are those who want to skip long instructions, and for you, this is the Quick Answer&lt;br /&gt;
&lt;br /&gt;
42.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Would you like to know more?&lt;br /&gt;
&lt;br /&gt;
==== Earthforce Trading Outpost ====&lt;br /&gt;
&lt;br /&gt;
The Earthforce trading outpost is on the edge of the known galaxy, far away from the REAL universe, and probably the safest&lt;br /&gt;
place in the galaxy. However, the likelihood of you staying there for any longer than you have to, is positively minute.&lt;br /&gt;
&lt;br /&gt;
Now, this is where YOUR story begins.&lt;br /&gt;
&lt;br /&gt;
But I'm not here to talk about your story, now am I?&lt;br /&gt;
&lt;br /&gt;
I only have these few pieces of advice to give you on the matter of the outpost, and here they are:&lt;br /&gt;
&lt;br /&gt;
Number one: Complete every single possible mission there, or when you leave you will have a haunting feeling that you left something behind that you can never, EVER get back to EVER.&lt;br /&gt;
&lt;br /&gt;
Number two: Some missions are, in fact, activated by your level. So check back at the stations after leveling up a few times.&lt;br /&gt;
&lt;br /&gt;
Number three: Any item you recieve from quests, SHOULD BE USED, do not throw it away. &lt;br /&gt;
The only exeption to this are augmenters, which should not be used, but saved and stored in a ship (preferably a Phunka Dll.)&lt;br /&gt;
&lt;br /&gt;
Number four: Before you leave, realize a few things, there are three repeating missions in the trading outpost. Mining, Mining, Mining - More Metals! - Dung Pellet Soup. These missions will keep repeating and will never stop, no matter how many times you finish them. Any ships left in the system will be trapped in the outpost forever once you hit level 14.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Would you like to know more?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== The Nexus ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Something many people have overlooked is a particular mission chain in nexus.&lt;br /&gt;
After completing the Earthforce Cadet mission chain (completed by killing the Giant Volcom)&lt;br /&gt;
You are given a repeating chain called Ranking up&lt;br /&gt;
To complete this you need 5 pirate crests.&lt;br /&gt;
Go to any galaxy in the real universe (outside of nexus)&lt;br /&gt;
and kill volcoms, collecting the items they drop (not mini volcoms)&lt;br /&gt;
after awhile you should have 2-25 pirate crests as well as loot to sell.&lt;br /&gt;
Sell the loot, head back to nexus and finish the mission chain reapeatedly.&lt;br /&gt;
(note: you get 3 cadet ranks per 5 pirate crests)&lt;br /&gt;
There is another mission there, called Cadet ranks&lt;br /&gt;
A cadet wants to buy 5 cadet ranks and will give you 7,500,000 cr per 5 cadet ranks.&lt;br /&gt;
obiously this is a good deal unless you want to buy cadet gear.&lt;br /&gt;
This is also a repeating mission chain, so feel free to use it as many times as you like.&lt;br /&gt;
Good luck.&lt;br /&gt;
&lt;br /&gt;
-UTFPImperialWorks Director of the United Terran Federation of Planets&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Guides]] [[Category:Money making guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=How_To_Earn_Cash&amp;diff=57728</id>
		<title>How To Earn Cash</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=How_To_Earn_Cash&amp;diff=57728"/>
				<updated>2023-06-30T11:15:45Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Added money making guides&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This list was adapted from elsewhere on the site, and officially made as a guide.''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
1) '''Augmenters'''. Collecting [[augmenters]] and selling them to bases or players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
2) '''Loot.''' [[Scoops|Scooping]] debris off dead ships; often AI ships get killed by bases and sometimes their loot can be sold millions of credits. Or, of course, you can kill them yourself and scoop the loot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
3) '''Missions.''' Some [[Missions|missons]] give items or cash. A few of these items might be incredibly valuable or one-of-a-kind and will sell for quite a lot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
4) '''Artifacts.''' [[Commodities|Pax medals or ancient Pax medals]]. These can be sold for huge amounts of money, and are available from [[Paxius]] exploration missions, which give good experience, credits, and sometimes items too. Just be sure to keep a few for yourself!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
5) '''Trading.''' Often player bases sell commodities such as Baobabs for 10 or 20 credits. Look out for these! If you spot them, get a bulk (or other ship with lots of space) and ship them off to sell at a nearby AI base for a lot of money.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
6) '''Begging.''' Don't underestimate it! Asking one of the many high levels politely for some money can work. Try to be polite and avoid statements like, plz lnd a mil. However, don't do it all the time, and try to avoid it unless you're going absolutely nowhere with profits.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
7) '''Dungeon Runs.''' This is for level 20 or above players really; jump into a ''red'' galaxy (called a [[DG]] and some numbers after it) and kill all the enemies. Scoop up the [[Neural Keysyncs]] (which are ''keys'') and then you may jump to the next level. Once you reach the last level of the dungeon (often it's the '0' level), you may kill the boss, and it drops rare loot. Usually the higher the [[danger factor]] of the DG, the harder it will be but you will also get better and more expensive stuff.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
8) '''Scamming.''' It has to be mentioned, ''but don't do this''! While it is not a punishable offense, ''you will get black-listed from all decent teams'', and ''you'' are likely to suffer later as a result. Definitely a no-no.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
9) '''Helping Others.''' It rarely happens, but sometimes people need a little help, like getting healed. You can do this by using a [[Weapons|shield transference]], which it transfers your shields to him or her. It's probably best that you always carry a shield transference, as if you see another player in danger and help out, even if it's only token, he or she may appreciate your help and reward you greatly.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
10) '''Tractoring'''. Sometimes players are in ships that can't use an engine, like a ''Gelato'' or a ''Thatch''. Using a tractor beam to pull people who are heavy, or have no engines to get to their desired location, can get you rewarded!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
11) '''Giving Tips.''' Helping other new players can sometimes pay off, especially in reputation. Often people you help will reward you when they are at higher level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
12) '''Teams.''' Often your team will help you get valuable items. Be careful though, as some teams have high ''tithe'' rates that will take money from you. Check to make sure that the team is not trying to scam you out of your hard-earned cash. It especially helps if you're on a distinctive team, or a team with a friend.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
13) '''Clearing Rumble Galaxies.''' Clearing the galaxies [[Rumble]], [[Rumble 2]], [[Rumble 3]], and [[Rumble Mumble]] for other people, or helping them do it, can provide much money. People pay large amounts to have help; for example, up to one billion credits for ''Rumble Mumble''. It should be noted, however, that these galaxies can be insanely dangerous, and is not recommended for lower-leveled players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
14) '''Selling.''' Trading in particularly rare equipment for credits is a quick way to snag some cash! Shout your wares on the 'Trade' chat, and wait for a reply. Be sure that you don't get scammed, though!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
15) '''Mining.''' Sometimes, [[Asteroid|asteroid]] belts in certain galaxies might contain enormous riches. Places like the [[Arena Lobby]], [[Bonnet]] or [[Horrible Rocky]] have a massive amount of wealth, in the form of rare [[Commodities|commodities]], invested in those gray chunks of rock. Carrying a [[Weapons|mining laser]], or other mining-damage weapon, can help you if you choose to venture into these star systems and others.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
16) '''Community Service.''' Sometimes there are players who need to obtain certain items, but can't really do it themselves. If you help them get what they need, you might be rewarded very well!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
17) '''Capturing.''' Capturing certain ships can be really profitable for you! Most [[AI]] have ''exclusive'' equipment that cannot be found anywhere else. Selling this to players, or occasionally AI stations, can score you serious cash. You can even sell ''certain'' AI ships to stations for a profit. Others you can advertise a price for and wait for a reply.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
18) '''Bases.''' If you have some points invested in [[Station Management|station management]], you can build a base! Bases are actually very complex and are not for the faint of heart. However, if trading prices are set just right, you can cash in on some serious money.&lt;br /&gt;
&lt;br /&gt;
Most bases come with a simple shield, ''Bubblewrap''. It has no recharge whatsoever (even with a large bank), so it's very wise to equip another shield, or quartz chargers to suffice. With the exception of ''loaded kits'' (which happen to be a lot more expensive), that's the only thing you'll find.&lt;br /&gt;
&lt;br /&gt;
To set up your base, first grab some workers. These guys will operate everything, from weapons to the energy unit. Also be sure to throw in some ''rations''. That's a common mistake with new base-builders; they forget to restock rations, so the base essentially starves. When this happens, the workers will get very mad and ''unequip everything'' except for shields, which, of course, is very bad.&lt;br /&gt;
&lt;br /&gt;
So right after that, you can throw in the basics; radar to see the bad guys, weapons to blast them, a tough shield to take hits, and an energy unit to supply electricity for it all.&lt;br /&gt;
&lt;br /&gt;
But now you're probably wondering how you'll get money. That's easy; there are two basic things you can construct in a new base, a ''station expansion unit'' and a ''trading bay''. The trading bay is the important thing; it allows you to buy and sell items from your base. But of course, you'll need space for those new trade goods, so an expansion unit will also be very helpful. Build both (take in mind they need metals and [[manhours]]), transport in some goods, set up the prices, and wait for some AI or people to come in and shop!&lt;br /&gt;
&lt;br /&gt;
It's best that no buying prices are set up for normal commodities, because those can drain money fast out of your base. Also, certain commodities will actually sell than others. But if you set everything up correctly, you can gain a real profit!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
19) '''Slaves.''' Bored of flying that bulk? Get an [[AI]] to do it for you! This is done by obtaining the skill [[Remote Control|remote control]]. Then you can enslave ships equal in tech to your level of the skill. Ships with large hulls are the most efficient slaves. &lt;br /&gt;
&lt;br /&gt;
To build a slave, gear a normal ship with all the goods; radar, shields, energy, engine, and the like. Omit escape pods as you won't be needing those. Instead, buy a ''controlbot'' for your ship. Make sure it isn't a type of ''combat'' controlbot, or else your slave can only fight, not trade. You may also want to equip a slave stasis generator from to prevent your slave from dying permanently, and a black box to let you know who killed your slave if a pirate attacks it. Once all gear has been equipped, activate the controlbot to release your slave. When you undock, so will the slave. Select it, press 'X' (or any key that shows options for a target), and give it money. Then set the trade route and tell it to follow orders, ''but be careful''! You must set the route to end at the same place it started. For example... &lt;br /&gt;
&lt;br /&gt;
1. Dock at Earth Central.&lt;br /&gt;
&lt;br /&gt;
2. Buy Silicon.&lt;br /&gt;
&lt;br /&gt;
3. Jump to Paxius. &lt;br /&gt;
&lt;br /&gt;
4. Dock at Paxius Prime. &lt;br /&gt;
&lt;br /&gt;
5. Sell Silicon.&lt;br /&gt;
&lt;br /&gt;
6. Jump to Sol.&lt;br /&gt;
&lt;br /&gt;
When your slave gets to the end of the list, it will automatically begin its route all over again. There is a simple formula for calculating the number of orders you can assign...&lt;br /&gt;
&lt;br /&gt;
4 + (x2 Level In [[Programming]]) = Number Of Orders&lt;br /&gt;
&lt;br /&gt;
As an example, with [[Programming|programming]] level 5, you can assign 14 orders.&lt;br /&gt;
&lt;br /&gt;
In case you need a status report, locate your slave, select options, and click on 'Status Report'. It will tell you (nearly) everything about the slave; its shields, energy, current order it's following, and also credits.&lt;br /&gt;
&lt;br /&gt;
In addition, if your slave somehow disappears, go to 'Chararacter' and click on 'Possessions'. It ''should'' tell you where your slave is at the moment, so you can find it. However, there are some cases of no return, so be careful...&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
With any luck, some of these methods might help you earn an extra coin or two. Dabble in certain areas and figure out which method works best for ''you''!&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]] [[Category:Money_making_guides]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=57727</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=MediaWiki:Sidebar&amp;diff=57727"/>
				<updated>2023-06-30T10:54:55Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*navigation &lt;br /&gt;
**mainpage|mainpage-description &lt;br /&gt;
**recentchanges-url|recentchanges &lt;br /&gt;
**randompage-url|randompage &lt;br /&gt;
**helppage|help &lt;br /&gt;
**Player Websites|Player Websites&lt;br /&gt;
**Category:Guides|Guides&lt;br /&gt;
*Most Viewed&lt;br /&gt;
**Ships|Ships&lt;br /&gt;
**Augmenters|Augmenters&lt;br /&gt;
**Weapons|Weapons&lt;br /&gt;
**Shields|Shields&lt;br /&gt;
**Energies|Energies&lt;br /&gt;
**Drones|Drones&lt;br /&gt;
**Remote Control|Remote Control&lt;br /&gt;
*SEARCH &lt;br /&gt;
*TOOLBOX &lt;br /&gt;
*LANGUAGES &lt;br /&gt;
*Development &lt;br /&gt;
**Category:Development|Main Page&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Emperor&amp;diff=56864</id>
		<title>Emperor</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Emperor&amp;diff=56864"/>
				<updated>2022-01-03T21:26:31Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;''This page refers to the player emperor, emperor can also refer to the Serengeti uber AI [[Emperor Sharahn Rhak'kai IV]].''&lt;br /&gt;
----&lt;br /&gt;
The '''Emperor''' of the Universe! The head honcho! The big cheese! Generally known as either the most powerful or the sneakiest man or woman in the universe, they are the one who has claimed the Imperial Crown from Anatolia, escorted it across the Universe and has been crowned in [[Sol]] as the supreme leader of the universe. &lt;br /&gt;
&lt;br /&gt;
== Current Emperor System ==&lt;br /&gt;
The palace is located in [[Perilous Space]]. You are not be able to build any additional bases in this galaxy, though you are be able to deploy permanent drones to help defend. Once the universe has reached a sufficient level of colony population to support an emperor, [[King Midas]] will spawn. To claim the palace as your own, you must first defeat [[King Midas]] and you must be ranked in the top 5 teams. &lt;br /&gt;
&lt;br /&gt;
After claiming the palace, you will have to build a [[Emperor's Crown|crown ship]] and wait a few days for the coronation ceremony, during which time other teams can try to stop you by destroying the palace.* To be crowned emperor of the universe, as Director of your team you will have to make the trip to [[Sol]] in the [[Emperor's Crown|crown ship]] and dock at Earth Central. &lt;br /&gt;
&lt;br /&gt;
* Note - The palace is never actually destroyed, but by reducing its shields to zero you can halt any emperor run in progress, and can then claim it as your own by docking there (if you are in one of the top 5 teams).&amp;quot;&lt;br /&gt;
&lt;br /&gt;
== How To Become the Emperor  ==&lt;br /&gt;
When you are the [[Director]] of your own [[Team]] and your team is one of the top 5 by team score, then you can run for Emperor. After claiming Palace, the team doesn't have to remain in the top 5 but they must retain at least 5% of the total universe's population. The universe must be civilized, which requires a certain ration of colonized planets. You run for emperor by capturing the [[Palace]]&amp;amp;nbsp;in Anatolia, a specially-built station that serves as the seat for the [[Emperor's Crown]] until such time as you are able to be crowned emperor in the sovereign system of Sol. The coronation can take place 24 hours after the Palace [http://www.starsonata.com/screens/Palace.jpg (Picture)] has been captured and takes place when the attempted-emperor pilots the Emperor's Crown [http://www.freewebs.com/svartalfheim/ss96comparissonlarge8vn.jpg (Picture)] from the palace to the [[Emperor's Club]] in [[Sol]]. The Emperor's Crown cannot dock anywhere else.&lt;br /&gt;
&lt;br /&gt;
== Benefits ==&lt;br /&gt;
The only benefits to an Emperor is the ability to name a galaxy, and design their own item subject to administration approval, such approval is seldom given. &lt;br /&gt;
The Director and Councillors of the reigning team will get beneficial [[Auras|auras]] that slightly improve stats of nearby team mates. &lt;br /&gt;
Your team will also get a small tithe on all scooped credits that will be deposited directly into team funds.&lt;br /&gt;
All members of an Emperor's team gain a yellow star next to their character's name when seen by other people in-game. For those who have already gained a yellow star from previous Emperor runs, this star grows in size with each successive run. &lt;br /&gt;
&lt;br /&gt;
== Past Emperors and Empresses ==&lt;br /&gt;
*Bedevere - [[Capitalists]] (x2)&lt;br /&gt;
*Calypso - [[Olympus]], &lt;br /&gt;
*Calypso - [[Way of Calypso]]&lt;br /&gt;
*DeathWarmedOver - [[Capitalists]] (x2)&lt;br /&gt;
*Tobal - [[Praetorians]]&lt;br /&gt;
*Jey123456 - [[Eminence Front]]&lt;br /&gt;
*Bizman - [[Pantalones]] (x2)&lt;br /&gt;
*swingarm - [[Pantalones]]&lt;br /&gt;
*Trevor - [[Strawberry Pancakes]]) (x2)&lt;br /&gt;
*FracOMac - [[Strawberry Pancakes]]&lt;br /&gt;
*Llessur - [[The Forgotten Colonies]]&lt;br /&gt;
* *** Kennedy *** - [[Zephyr]]&lt;br /&gt;
*The Black Viking - [[Resident Evil]]&lt;br /&gt;
*Joshua - [[Eminence Front]]&lt;br /&gt;
*Revenge - [[Eminence Front]]&lt;br /&gt;
*Kanga - [[Eminence Front]]&lt;br /&gt;
*Cirdan - [[Zephyr]]&lt;br /&gt;
*Chrono - [[Eminence Front]]&lt;br /&gt;
*Scyron - [[Eminence Front]]&lt;br /&gt;
*Ahileus - [[Eminence Front]]&lt;br /&gt;
*EyeGouge - [[Eminence Front]]&lt;br /&gt;
*Pete - [[Eminence Front]]&lt;br /&gt;
*Salt - [[Eminence Front]]&lt;br /&gt;
*enforcer elite - [[Eminence Back]]&lt;br /&gt;
*Destroyer Of Worlds - [[Eminence Front]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Other ==&lt;br /&gt;
*fordail1 - [[Pantalones]] fordail1 was never crowned due to the nature of his victory. The dev team viewed the practice of the entire player base joining one team as against the spirit of the contest.&lt;br /&gt;
*Faraday - [[Social Distancing X]] - Emperor during the March 2020 30 day PvP server event, Director of the PvP Server Version of [[Star Revolution X]]&lt;br /&gt;
&lt;br /&gt;
== Emperor Items==&lt;br /&gt;
*[[Weapons#Heat_Weapons|Death Warmed Over]] - DeathWarmedOver&lt;br /&gt;
*[[Weapons#Physical_Weapons|Swingarm's Flaming Catapult]] - swingarm&lt;br /&gt;
*[[Rovert Nanobotics Factory]] - Trevor&lt;br /&gt;
*[[Translocators|Singularity Brake]] - Jey123456&lt;br /&gt;
*[[Augmenters#Other_Uncommon_Augmenters_.28Tech_10-20.29|Calypso Augmenter]] - Calypso&lt;br /&gt;
*[[Emperor's Behemoth]] - Calypso&lt;br /&gt;
*[[Protection of Tobal]] - Tobal - Wasn't actually created, but was an old item that was renamed for him.&lt;br /&gt;
*[[Heaven's Descent]] - Trevor&lt;br /&gt;
*[[Rapid Eniac Venture]] - Rev&lt;br /&gt;
*[[Temporal Displacement Emitter]] - Chrono&lt;br /&gt;
*[[Cirdan's Proton Stream]] - Cirdan&lt;br /&gt;
&lt;br /&gt;
== Interesting Facts ==&lt;br /&gt;
*Ring used to be the most common place to launch an emp run from - and often the centre sun was littered by the discarded ships of would be attackers.&lt;br /&gt;
*One Universe an Emp run was made from inside a DG, with the team [[Praetorians]] keeping all others from entering by continually harvesting the neural keysyncs. The [[Capitalists]], who were the then current most powerful team, took extreme umbrage to this, and labeled it an exploit. The [[Capitalists]] essentially wiped out the [[Praetorians]] for this attempt, leading to that team's destruction, and NAS2's and team-mates leave of the game. [[Tobal]], a young player then, vowed revenge, by becoming even more ruthless than the [[Capitalists]] - he later succeeded in becoming Emperor, amid many accusations of exploits / bug abuse.&lt;br /&gt;
*[[Calypso]] never received his Emperor's reward at the time: the system of having an item or ship designed and named after you was only instituted with [[Death Warmed Over]]'s reign. [[Calypso]] took umbrage against this, and successfully lobbied the dev team to have his reward placed in game. This was, of course, the [[Calypso Augmentor]] and the [[Emperor's Behemoth]]. Emperor Bedevere never gained any named items despite two successful reigns, and returning to the game much later on, as the game's owner.&lt;br /&gt;
*The Emperor's crown ship cannot fly by itself, and needs to be tractored by team-mates. Initially the crown ship could enter and fly through warp 4 depending on the skills of the pilot - this lead to a lengthy argument within the player base over whether or not this was a semi-exploit, especially as very few players actually had warp 4 at that point.&lt;br /&gt;
*DeathWarmedOver once completed a properly challenged emp run without a shield equipped on his crown.  He ran into Tobal (who was the biggest threat to the emp run back then) en-route to Sol, but his team managed to nullify him before he got to DWO.&lt;br /&gt;
*In his coronation, The Black Viking transwarped the Crown to Sol from Anatolia, bypassing all of Perilous Space. He was subsequently banned for his actions, however this was overturned several days later with an apology from Bageese. He argued it would have been impractical to take the Crown back to Anatolia and restart the run, as he would have made it to Sol regardless.&lt;br /&gt;
&lt;br /&gt;
[[Category:Teams]]&lt;br /&gt;
[[Category:Events]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Dungeon_Galaxy&amp;diff=56718</id>
		<title>Dungeon Galaxy</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Dungeon_Galaxy&amp;diff=56718"/>
				<updated>2021-10-08T08:30:31Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: /* DG Structure */  italics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Dungeon Galaxy''' (''DG'') is a special galaxy chain of variable depth and width. Many DGs are scattered throughout the [[universe]] and are represented by red tabs on the universe map. A DG is entered through a red [[wormholes|warp gate]].&lt;br /&gt;
&lt;br /&gt;
=== DG Structure ===&lt;br /&gt;
&lt;br /&gt;
Each DG has at very minimum two stages, but can have as many as 14 stages. You can determine the depth of a DG by its name. The number before the decimal refers to the depth to end so if you see a DG named ''DG Sol 3.405'' you know there are three gates until you hit the final stage with a boss AI. A player must kill at least half the [[Artificial Intelligence|AI]] in each stage in order to move onto the next stage.&lt;br /&gt;
&lt;br /&gt;
The number after the decimal in the name is a unique ID of the DG. This number remains the same throughout the entire DG as a means of identifying a specific DG stage when one galaxy hosts multiple DGs.&lt;br /&gt;
&lt;br /&gt;
Some DGs can feature splits, where the a stage will feature two wormholes each leading to their own boss. When a split occurs each split is identified by a letter at the end of the stage name, starting with A.&lt;br /&gt;
&lt;br /&gt;
=== Danger Factor ===&lt;br /&gt;
&lt;br /&gt;
The danger factor of a DG is massively inflated from the outside universe. The first stage is ten times higher than the connecting galaxy, and each stage thereafter increases the danger factor by 50 on average.&lt;br /&gt;
&lt;br /&gt;
Lower danger factor DGs do not increase so rapidly.&lt;br /&gt;
&lt;br /&gt;
=== DG Boss Drops ===&lt;br /&gt;
&lt;br /&gt;
At the last stage of a DG is a boss AI and its guards.  The boss drops rewards from it's assigned tables based on the [[Danger Factor|danger factor]] of it's stage. The prize is somewhat random, but some DGs are more likely to drop particular pieces of equipment than others, because the &amp;quot;range&amp;quot; of possible drops is determined by the danger factor. A list of DG drops can be found [[New DG Drops|here]].&lt;br /&gt;
&lt;br /&gt;
Some special bosses also have rolls on extra items or lists.&lt;br /&gt;
&lt;br /&gt;
=== Freezing Items ===&lt;br /&gt;
A DG stage which has ''no'' players in it is not updated by the server, so any items dropped in that stage &amp;quot;freeze&amp;quot; after 30 seconds and do not change until another player enters.&lt;br /&gt;
&lt;br /&gt;
[[Category: Star Systems]] [[Category: Dungeon]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Dungeon_Galaxy&amp;diff=56717</id>
		<title>Dungeon Galaxy</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Dungeon_Galaxy&amp;diff=56717"/>
				<updated>2021-10-08T08:27:59Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Removed stuff about Neural Keysyncs, updating bit about DF, added information about DG IDs and clarified some bits on boss drops&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A '''Dungeon Galaxy''' (''DG'') is a special galaxy chain of variable depth and width. Many DGs are scattered throughout the [[universe]] and are represented by red tabs on the universe map. A DG is entered through a red [[wormholes|warp gate]].&lt;br /&gt;
&lt;br /&gt;
=== DG Structure ===&lt;br /&gt;
&lt;br /&gt;
Each DG has at very minimum two stages, but can have as many as 14 stages. You can determine the depth of a DG by its name. The number before the decimal refers to the depth to end so if you see a DG named 'DG &amp;amp;lt;galaxy name&amp;amp;gt; 3.405' you know there are three gates until you hit the final stage with a boss AI. A player must kill at least half the [[Artificial Intelligence|AI]] in each stage in order to move onto the next stage.&lt;br /&gt;
&lt;br /&gt;
The number after the decimal in the name is a unique ID of the DG. This number remains the same throughout the entire DG as a means of identifying a specific DG stage when one galaxy hosts multiple DGs.&lt;br /&gt;
&lt;br /&gt;
Some DGs can feature splits, where the a stage will feature two wormholes each leading to their own boss. When a split occurs each split is identified by a letter at the end of the stage name, starting with A.&lt;br /&gt;
&lt;br /&gt;
=== Danger Factor ===&lt;br /&gt;
&lt;br /&gt;
The danger factor of a DG is massively inflated from the outside universe. The first stage is ten times higher than the connecting galaxy, and each stage thereafter increases the danger factor by 50 on average.&lt;br /&gt;
&lt;br /&gt;
Lower danger factor DGs do not increase so rapidly.&lt;br /&gt;
&lt;br /&gt;
=== DG Boss Drops ===&lt;br /&gt;
&lt;br /&gt;
At the last stage of a DG is a boss AI and its guards.  The boss drops rewards from it's assigned tables based on the [[Danger Factor|danger factor]] of it's stage. The prize is somewhat random, but some DGs are more likely to drop particular pieces of equipment than others, because the &amp;quot;range&amp;quot; of possible drops is determined by the danger factor. A list of DG drops can be found [[New DG Drops|here]].&lt;br /&gt;
&lt;br /&gt;
Some special bosses also have rolls on extra items or lists.&lt;br /&gt;
&lt;br /&gt;
=== Freezing Items ===&lt;br /&gt;
A DG stage which has ''no'' players in it is not updated by the server, so any items dropped in that stage &amp;quot;freeze&amp;quot; after 30 seconds and do not change until another player enters.&lt;br /&gt;
&lt;br /&gt;
[[Category: Star Systems]] [[Category: Dungeon]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Template:Shipbox&amp;diff=56434</id>
		<title>Template:Shipbox</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Template:Shipbox&amp;diff=56434"/>
				<updated>2021-08-02T20:06:46Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Removed protection from &amp;quot;Template:Shipbox&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
  &amp;lt;div class=&amp;quot;shipbox&amp;quot;&amp;gt;&lt;br /&gt;
{|style=&amp;quot;margin: 0.25em; border: 1px solid #000; text-align:center; margin-right: -60px; margin-top: -60px;&amp;quot; cellpadding=&amp;quot;1&amp;quot; cellspacing=&amp;quot;0&amp;quot; rules=&amp;quot;all&amp;quot;  align=&amp;quot;right&amp;quot;&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;font-size: large;&amp;quot;|{{PAGENAME}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#242424; color:white&amp;quot;|'''Hull Class'''&lt;br /&gt;
|colspan=&amp;quot;7&amp;quot; rowspan=&amp;quot;8&amp;quot;|{{#ifeq: {{{Imagepagename}}}||{{#ifeq: {{{imagesize}}}||[[Image:{{PAGENAME}}.png]]|[[Image:{{PAGENAME}}.png{{!}}{{{imagesize}}}]] }} |{{#ifeq: {{{imagesize}}}||[[{{{Imagepagename}}}]]|[[{{{Imagepagename}}}{{!}}{{{imagesize}}}]] }} }}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|{{{Class}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Tech'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|{{{Tech}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Hull Space'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|{{{Hull}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Speed'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|{{{Speed}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Augmenter Slots'''&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|{{{Augs}}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Weapon Slots'''&lt;br /&gt;
|colspan=&amp;quot;1&amp;quot;|{{{Weaps}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Size'''&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|{{{Size}}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Weight'''&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|{{{Weight}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Visibility'''&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|{{{Visibility}}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Reflectivity'''&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|{{{Reflectivity}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''[[Resistance|Resists]]'''&lt;br /&gt;
|-&lt;br /&gt;
|[[Laser Damage|'''L''']]&lt;br /&gt;
|[[Energy Damage|'''E''']]&lt;br /&gt;
|[[Heat Damage|'''H''']]&lt;br /&gt;
|[[Physical Damage|'''P''']]&lt;br /&gt;
|[[Radiation Damage|'''R''']]&lt;br /&gt;
|[[Surgical Damage|'''S''']]&lt;br /&gt;
|[[Mining Damage|'''M''']]&lt;br /&gt;
|[[Transference Damage|'''T''']]&lt;br /&gt;
|-&lt;br /&gt;
|&amp;amp;nbsp;{{{Lresist}}}&lt;br /&gt;
|&amp;amp;nbsp;{{{Eresist}}}&lt;br /&gt;
|&amp;amp;nbsp;{{{Hresist}}}&lt;br /&gt;
|&amp;amp;nbsp;{{{Presist}}}&lt;br /&gt;
|&amp;amp;nbsp;{{{Rresist}}}&lt;br /&gt;
|&amp;amp;nbsp;{{{Sresist}}}&lt;br /&gt;
|&amp;amp;nbsp;{{{Mresist}}}&lt;br /&gt;
|&amp;amp;nbsp;{{{Tresist}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''[[Soak|Soaks]]'''&lt;br /&gt;
|- &lt;br /&gt;
|[[Laser Damage|'''L''']]&lt;br /&gt;
|[[Energy Damage|'''E''']]&lt;br /&gt;
|[[Heat Damage|'''H''']]&lt;br /&gt;
|[[Physical Damage|'''P''']]&lt;br /&gt;
|[[Radiation Damage|'''R''']]&lt;br /&gt;
|[[Surgical Damage|'''S''']]&lt;br /&gt;
|[[Mining Damage|'''M''']]&lt;br /&gt;
|[[Transference Damage|'''T''']]&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|{{{Lsoak}}}&lt;br /&gt;
|{{{Esoak}}}&lt;br /&gt;
|{{{Hsoak}}}&lt;br /&gt;
|{{{Psoak}}}&lt;br /&gt;
|{{{Rsoak}}}&lt;br /&gt;
|{{{Ssoak}}}&lt;br /&gt;
|{{{Msoak}}}&lt;br /&gt;
|{{{Tsoak}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Inbuilt Elec'''&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Skill Needed'''&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Docking Speed'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|{{{InbuiltElec}}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|{{{SkillNeeded}}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|{{{DockingSpeed}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Built in Items'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot;|{{{InbuiltItems}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Mods'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;8&amp;quot; style=&amp;quot;text-align:center;&amp;quot;|{{{Mods}}}&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Source'''&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Price'''&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Item Size'''&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{{Source}}}&lt;br /&gt;
|colspan=&amp;quot;3&amp;quot;|{{{Price}}}&lt;br /&gt;
|colspan=&amp;quot;2&amp;quot;|{{{ItemSize}}}&lt;br /&gt;
|-&lt;br /&gt;
{{#if: {{{Description}}}|&lt;br /&gt;
{{!}}colspan{{equals}}&amp;quot;8&amp;quot; style{{equals}}&amp;quot;background:#242424; color:white;&amp;quot;{{!}}'''Description'''&lt;br /&gt;
{{!~}}&lt;br /&gt;
{{!}}colspan{{equals}}&amp;quot;8&amp;quot;{{!}}{{{Description}}}&lt;br /&gt;
{{!~}} }}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|'''Capturable'''&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; style=&amp;quot;background:#242424; color:white;&amp;quot;|[[Radiation Expert|'''Radex-able''']]&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|{{{Capturable}}}&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot;|{{{Radex}}}&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
  &amp;lt;/div&amp;gt;&lt;br /&gt;
{{clearright}}&lt;br /&gt;
&amp;lt;/includeonly&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{purge}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
{{shipbox&lt;br /&gt;
|Class = Heavy Fighter&lt;br /&gt;
|Tech = 10&lt;br /&gt;
|Hull = 700&lt;br /&gt;
|Speed = 86&lt;br /&gt;
|Augs = 3&lt;br /&gt;
|Weaps = 4&lt;br /&gt;
|Size = 40&lt;br /&gt;
|Weight = 400,000&lt;br /&gt;
|Visibility = 400&lt;br /&gt;
|Reflectivity =100%&lt;br /&gt;
|Lresist = 10%&lt;br /&gt;
|Eresist = 20%&lt;br /&gt;
|Hresist = 30%&lt;br /&gt;
|Presist = -400%&lt;br /&gt;
|Rresist = -300%&lt;br /&gt;
|Sresist = 0%&lt;br /&gt;
|Mresist = -20%&lt;br /&gt;
|Tresist = 110%&lt;br /&gt;
|Lsoak = 15&lt;br /&gt;
|Esoak = 12&lt;br /&gt;
|Hsoak = 11&lt;br /&gt;
|Psoak = 6&lt;br /&gt;
|Rsoak = 100&lt;br /&gt;
|Ssoak = 34&lt;br /&gt;
|Msoak = 22&lt;br /&gt;
|Tsoak = 87&lt;br /&gt;
|InbuiltElec = 100/sec&lt;br /&gt;
|SkillNeeded = [[Drone Mastery]]&lt;br /&gt;
|DockingSpeed = 10&lt;br /&gt;
|InbuiltItems = [[Weapons#Heat Weapons|Death Warmed Over]]&lt;br /&gt;
|Mods = Shield +40%, Energy -20%&lt;br /&gt;
|Source = [[Glass Matrix]]&lt;br /&gt;
|Price = 1,000,000&lt;br /&gt;
|ItemSize = 300&lt;br /&gt;
|Description = &lt;br /&gt;
|Capturable = no&lt;br /&gt;
|Radex = yes&lt;br /&gt;
|Imagepagename = Image:wombat.png&lt;br /&gt;
|imagesize = 20px&lt;br /&gt;
}}&lt;br /&gt;
{{clear}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{shipbox&lt;br /&gt;
|Class = &lt;br /&gt;
|Tech = &lt;br /&gt;
|Hull = &lt;br /&gt;
|Speed = &lt;br /&gt;
|Augs = &lt;br /&gt;
|Weaps = &lt;br /&gt;
|Size = &lt;br /&gt;
|Weight =&lt;br /&gt;
|Visibility = &lt;br /&gt;
|Reflectivity = &lt;br /&gt;
|Lresist = &lt;br /&gt;
|Eresist = &lt;br /&gt;
|Hresist = &lt;br /&gt;
|Presist = &lt;br /&gt;
|Rresist = &lt;br /&gt;
|Sresist = &lt;br /&gt;
|Mresist = &lt;br /&gt;
|Tresist = &lt;br /&gt;
|Lsoak = &lt;br /&gt;
|Esoak = &lt;br /&gt;
|Hsoak = &lt;br /&gt;
|Psoak = &lt;br /&gt;
|Rsoak = &lt;br /&gt;
|Ssoak = &lt;br /&gt;
|Msoak = &lt;br /&gt;
|Tsoak = &lt;br /&gt;
|InbuiltElec = &lt;br /&gt;
|SkillNeeded = &lt;br /&gt;
|DockingSpeed = &lt;br /&gt;
|InbuiltItems = &lt;br /&gt;
|Mods = &lt;br /&gt;
|Source = &lt;br /&gt;
|Price = &lt;br /&gt;
|ItemSize = &lt;br /&gt;
|Description =  &lt;br /&gt;
|Capturable = &lt;br /&gt;
|Radex = &lt;br /&gt;
|Imagepagename = &lt;br /&gt;
|imagesize = &lt;br /&gt;
}}&amp;lt;/pre&amp;gt;&lt;br /&gt;
[[Category: Gear Templates]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=ShM&amp;diff=55781</id>
		<title>ShM</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=ShM&amp;diff=55781"/>
				<updated>2021-01-15T10:54:36Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Fix double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shield Monkey Class]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Shm&amp;diff=55780</id>
		<title>Shm</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Shm&amp;diff=55780"/>
				<updated>2021-01-15T10:54:34Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Fix double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Shield Monkey Class]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Crucible&amp;diff=55779</id>
		<title>Crucible</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Crucible&amp;diff=55779"/>
				<updated>2021-01-15T10:54:14Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Fix double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Class_Superitems]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Dampeners&amp;diff=55778</id>
		<title>Dampeners</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Dampeners&amp;diff=55778"/>
				<updated>2021-01-15T10:53:44Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Fix double redirect&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Base_Gear#Diffusers]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Category:Delete&amp;diff=55777</id>
		<title>Category:Delete</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Category:Delete&amp;diff=55777"/>
				<updated>2021-01-15T10:47:18Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages/categories that are up for deletion.&lt;br /&gt;
&lt;br /&gt;
To add a page to this category, use &amp;lt;tt&amp;gt;&amp;lt;nowiki&amp;gt;{{&amp;lt;/nowiki&amp;gt;Delete|&amp;lt;nowiki&amp;gt;~~~~~|reason}}&amp;lt;/nowiki&amp;gt;&amp;lt;/tt&amp;gt;; the first parameter (five tildes) includes the date and time the tag was added, the second parameter gives the reason(s) for deletion.&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Category:Delete&amp;diff=55776</id>
		<title>Category:Delete</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Category:Delete&amp;diff=55776"/>
				<updated>2021-01-15T10:44:53Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Created page with &amp;quot;Pages/categories that are up for deletion.  To add a page to this category, use {{Delete|~~~~~|reason}}; the first parameter (five tildes) includes the date and time the tag w...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Pages/categories that are up for deletion.&lt;br /&gt;
&lt;br /&gt;
To add a page to this category, use {{Delete|05:44, 15 January 2021 (EST)|reason}}; the first parameter (five tildes) includes the date and time the tag was added, the second parameter gives the reason(s) for deletion.&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Hostility&amp;diff=55728</id>
		<title>Hostility</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Hostility&amp;diff=55728"/>
				<updated>2020-12-28T22:35:20Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Hate ==&lt;br /&gt;
Hate is the value for how much something dislikes something else. Hate can be from and towards a player, [[AI]], [[Base|base]], [[Drone|drone]], [[Team|team]], or [[Squad|squad]]. AI prioritise what to attack primarily by how much they hate each target.&lt;br /&gt;
&lt;br /&gt;
The amount of hate generated is equal to the amount of damage done multiplied by the hostility bonus.&lt;br /&gt;
&lt;br /&gt;
For AI teams, hate can be cleared by entering stasis without an escape pod equipped or by destroying your pod with the ''U'' key.&lt;br /&gt;
&lt;br /&gt;
== Hostility ==&lt;br /&gt;
'''Hostility''' is a bonus which influences the amount of ''hate'' (aggravation) a player generates from combat actions. Increasing the hostility increases the hate generated. Hostility modifications are only useful in player combat against AI when the enemy AI have multiple targets against them.&lt;br /&gt;
&lt;br /&gt;
Hostility modifications are most common to [[Berserker_Class|Berserkers]] for positive bonuses and [[Shield_Monkey_Class|Shield Monkeys]] for negative bonuses.&lt;br /&gt;
&lt;br /&gt;
Two skills available in [[Bipolar]] affect the hostility bonus. [[Despicable]] increases their hostility bonus, whereas [[Subtlety]] decreases it.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bots and Fighters ==&lt;br /&gt;
Bots and fighters generate half normal amount of hate (before the hostility bonus is applied) as team and squad hate from the victim and pass the other half up to their true owner (the true owner of a player's bot's fighter is the player) as team and squad hate. This hate is not modified by hostility bonuses.&lt;br /&gt;
&lt;br /&gt;
For example, your bot does 30,000 damage against an AI and has +10% hostility.&lt;br /&gt;
The AI gains 33,000 personal hate towards your bot.&lt;br /&gt;
The bot halves the unmodified hate and pass one half up; the AI's team gains 15,000 hate towards you and 15,000 towards your bot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Gameplay]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Hostility&amp;diff=55727</id>
		<title>Hostility</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Hostility&amp;diff=55727"/>
				<updated>2020-12-28T14:47:58Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Reworded stuff about passing up hate&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;'''Hostility''' is a bonus which influences the amount of ''hate'' (aggravation) a player generates from combat actions. Increasing the hostility increases the hate generated. AI prioritise what to attack primarily by how much they hate each target. Hostility modifications are only useful in player combat against AI when the enemy AI have multiple targets against them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Hostility modifications are most common to [[Berserker_Class|Berserkers]] for positive bonuses and [[Shield_Monkey_Class|Shield Monkeys]] for negative bonuses.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Two skills available in [[Bipolar]] affect the hostility bonus. [[Despicable]] increases their hostility bonus, whereas [[Subtlety]] decreases it.&lt;br /&gt;
&lt;br /&gt;
The amount of hate generated is equal to the amount of damage done multiplied by the hostility bonus.&lt;br /&gt;
&lt;br /&gt;
Hate can be towards a player, [[AI]], [[Base]], [[Drone]], [[Team]], or [[Squad]].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Bots and Fighters ==&lt;br /&gt;
Bots and fighters generate half normal amount of hate (before the hostility bonus is applied) as team and squad hate from the victim and pass the other half up to their true owner (the true owner of a player's bot's fighter is the player) as team and squad hate. This hate is not modified by hostility bonuses.&lt;br /&gt;
&lt;br /&gt;
For example, your bot does 30,000 damage against an AI and has +10% hostility.&lt;br /&gt;
The AI gains 33,000 personal hate towards your bot.&lt;br /&gt;
The bot halves the unmodified hate and pass one half up; the AI's team gains 15,000 hate towards you and 15,000 towards your bot.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category: Gameplay]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	<entry>
		<id>http://starsonata.com/wiki/index.php?title=Hate&amp;diff=55726</id>
		<title>Hate</title>
		<link rel="alternate" type="text/html" href="http://starsonata.com/wiki/index.php?title=Hate&amp;diff=55726"/>
				<updated>2020-12-28T14:26:18Z</updated>
		
		<summary type="html">&lt;p&gt;Blue dwarf: Redirected page to Hostility&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#REDIRECT [[Hostility]]&lt;/div&gt;</summary>
		<author><name>Blue dwarf</name></author>	</entry>

	</feed>