From Stars!wiki
Note: After 5 LRTs each LTR is increasingly expensive until even negative LTRs begin costing you RW points. There is also a cost for having more positive LTRs than negative LTRs.
Positive LTRs
- Begin game able to adjust planetary hab values +/- 3%
- Up to +/- 30% terraforming available in game
- Terraforming costs 30% less
- 3 additional mining hulls, 2 additional robots available
- Start with 2 Midget Miners
- 2 new designs - Space Dock, capable of building small to medium ships, and Ultra Station, a larger weapons platform
- Starbases cloaked by 20
- Starbases cost 20% less
- Half of total resources devoted to research applied to current field, 15% applied to each other field (totaling 125%)
- Scrapping fleets at starbases gives 90% of minerals, 70% of resources
- Scrapping at planets gives 45% of minerals, 35% of resources
- Not strictly additive
- Mineral alchemy costs 25 resources, produced 1 kT of each mineral
Negative LTRs
- Engines which travel faster than Warp 4 for free unavailable
- Interspace-10 available, earliest Warp 10-safe engine on the tech tree
- Engines cost 50% less
- At speeds over Warp 6, there is a 10% chance engines won't engage
- Starting Prop tech increased by 1
- Penetrating scanners unavailable
- All conventional scanners have double range
- Starting population is 30% lower (17,500)
- New tech initially costs twice as much
- Cost normal when all tech exceeded by 1 level
- Miniaturization is 5% per level, up to 80% instead of 4% up to 64%
- All shields 40% stronger than listed
- Shields regenerate 10% after each round of battle
- Armor at 50% of listed strength
Combinations
- This is by far the most common combination as this give access to the efficient Fuel Mizer engine while offsetting the cost of IFE.
- This combination is espacially effiective for Horde strategies - many small ships in a single stack utelising the fact that sheilds stack together and with RS self-repair during combat.
Library articles