TASKS Each object has an active "ability" with two "ability parameters". Each ability has a bunch of group of alternatives, each of which consists of a set of resource classes and subsystems. The "best" one is picked (using a yet-to-be-determined algorithm specific to each task), and then the subsystem and power values are used to find the stats for the action. scan, life support, cloaking, shielding: these subsystems might be used by other abilities, if they are then the relevant subsystem is enabled as appropriate. TASK PARAMETERS (1, 2, 3) ABILITY PARAMETERS (1, 2) SUBSYSTEM POWERS USED RESOURCE POWERS USED idle convert resource class build time spent object being repaired classes id tools IQ repair time spent object being repaired technology id tools IQ upgrade time spent object being repaired from class to class tools IQ research tech time spent technology being researched technologies id research IQ research obj time spent object being researched research IQ research res time spent research IQ fleet attack drone class id weapon: *, speed power, speed engage object being fought drone class id weapon: *, speed power, speed defend object being defended drone class id weapon: *, speed power, speed auto defend (special command type; not selectable) drone class id weapon: *, speed power, speed drone home object target object weapon: *, speed power, speed travel target object speed speed scan lr sensor: * deathray object being death-rayed resource subclass rate mass deathray object being death-rayed resource class rate mass convert object being death-rayed source resource class, target resource class rate mass convert object being death-rayed source resource class, target resource class rate wormhole target wormhole stargate coordinate black hole mine carry object to carry drop mine resource id, source object, destination object transporter quality offset (shield of target < transporter of source + offset), lifting e, dumping e mine-orbit resource id, source object, destination object transporter quality offset (shield of target < transporter of source + offset), lifting e, dumping e transporterer amount, resource id, target object transporter quality offset (shield of target < transporter of source + offset), dumping e transporteree amount, resource id, source object transporter quality offset (shield of target < transporter of source + offset), lifting e trade transpo amount, resource id, target object transporter quality offset (also resets ownership) (shield of target < transporter of source + offset), dumping e attack transp amount, resource id, target object transporter quality offset (sets hostile flag) (shield of target < transporter of source + offset), dumping e hologram class being faked efficiency stasis cleanup home object (go around finding objects with health < 0 and mine them) mining e, dumping e SUBSYSTEMS SUBSYSTEM POWER generic tools tools research research cargo bay: in lifting efficiency cargo bay: out dumping efficiency cloaking cloaking efficiency hologram hologram efficieny engine speed weapon guns weapon amplifier power cloak detector scan sensitivity (amount of cloaking that can be bypassed) sr sensor: offset scan offset sr sensor: height scan height (to see itself, this should be more than the offset) sr sensor: depth scan depth (to see itself, this should be more than the offset) lr sensor: distance distance shield shield transporter anti-shield RESOURCE POWERS IQ power speed armour