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{{Version|0.12.0.3}}
{{Version|0.15.13.0|The sections "Submarines", "Improvement" and "Maintenance" still need to be updated.|nosearch=y}}{{See also|Campaign}}
{{Main|Campaign}}
The '''Shipyard''' introduces Submarine customization and progression, which is available in every Outpost.
The '''Shipyard''' introduces Submarine customization and progression, which is available in every Outpost.
=Submarine=
{{clr}}<div class="noautonum" style="float:right">__TOC__</div>
{{See|Default submarines}}
<!--


To do:
= Submarines =
Check maintenance prices against the game files
{{Main|Submarines}}
Price calculation needed: Reactor fuel efficiency, Engine power, Enhanced periscope
The NPC in charge of selling '''Submarines''' wears a Boiler Suit with a [[File:PurchaseSub Icon.png|24px]] submarine icon above them. Their station is the Maintenance bay, easily recognized from all the Submarine Blueprints hanging on the wall.
Update the price formulae to make them user-friendly


-->
When interacting with them, an interface similar to the [[Campaign#Outpost Terminal|Outpost Terminal]] appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch (This function is identical to the Switch option in the Outpost Terminal).
The NPC in charge of selling '''Submarines''' wears a Boiler Suit with a submarine icon above them. Their station is the Maintenance bay, easily recognized from all the Submarine Blueprints hanging on the wall.  


When interacting with them, an interface similar to the [[Campaign#Outpost Terminal|Outpost Terminal]] appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch (This function is identical to the Switch option in the Outpost Terminal). There are 10 vanilla subs available for sale, plus any up to date modded subs the player/host may have installed.
= Improvement =
{| class="wikitable sortable" style="width: 72%;"
Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the Chief Mechanic at any station, who is usually in the station engineering section with the reactor and the oxygen generator. They can be seen wearing Outpost Dweller's Attire with an [[File:Upgrade Icon.png|24px]] Upgrade icon above them.  
! rowspan="1" style="width: 11%;"| Sub 
! colspan="1" style="width: 8%;"| Class
! colspan="1" | Description
! colspan="1" style="width: 10%;"| Price
|-
|- id = "Azimuth"
| align="center" |'''Azimuth'''
| align="center" |Scout
| align="left" |Superior speed, sleek design, and quality-of-life systems make this submarine a favorite among wealthy Coalition captains who manage to make it to retirement.
| align="center" |10,000 mk
|- id = "Dugong"
| align="center" |'''Dugong'''
| align="center" |Scout
| align="left" |Compared to larger vessels, the Dugong series is overshadowed in all aspects except one: their reliability for their price is world class. They're lacking firepower and speed, so smart maneuvering is key.
| align="center" |6,000 mk
|- id = "Orca"
| align="center" |'''Orca'''
| align="center" |Scout
| align="left" |With a relatively high top speed and fantastic ascent and descent characteristics due to her 3 large ballast tanks, Orca class subs are agile vessels, let down only by their small compliment of weapons, unreliable engine and reactors with a greater than average hunger for fuel.
| align="center" |9,000 mk
|- id = "Humpback"
| align="center" |'''Humpback'''
| align="center" |Attack
| align="left" |A former military vessel, WH4-L3 'Humpback' has been outfitted to withstand most of the dangers in deep Europa. Her relatively high velocity is offset by low maneuverability. As she's still boasting an older model reactor, power needs to be supplemented by a backup battery array or the crew will find themselves unable to run all of the new equipment.
| align="center" |7,800 mk
|- id = "Kastrull"
| align="center" |'''Kastrull'''
| align="center" |Attack
| align="left" |The Kastrull is a dependable attack sub class bringing plenty of firepower to any fight, and although it's not very nimble, it does sport a drone gunship as standard. Keep in mind that with its experimental open ballast tanks, low tolerance to flooding and numerous crew stations, a large, experienced crew will get the most out of this sub.
| align="center" |21,000 mk
|- id = "Typhon"
| align="center" |'''Typhon'''
| align="center" |Attack
| align="left" |Typhon class subs are known for their brutish appearance, reasonable array of light and heavy firepower, and their general dependability. Any captain should be aware of their poor rate of descent and unimpressive top speed.
| align="center" |11,500 mk
|- id = "Typhon 2"
| align="center" |'''Typhon 2'''
| align="center" |Attack
| align="left" |Typhon 2 is an overhauled version of the venerable Typhon class of sub. Serving as a heavy gunship, the Typhon 2 class subs remain slow and ugly, but with the benefits of better survivability for their crews.
| align="center" |20,000 mk
|- id = "Berilia"
| align="center" |'''Berilia'''
| align="center" |Transport
| align="left" |Berilia is one of the biggest cargo ships on Europa. Its two engines and three ballasts require a copious amount of power to operate, and keeping the machinery in good working condition is a handful for even a moderately large crew.
| align="center" |15,326 mk
|- id = "R-29 "Big Rig""
| align="center" |'''R-29 "Big Rig"'''
| align="center" |Transport
| align="left" |R-29 is a heavyweight transport ship. While not terribly well armed against Europa's underwater denizens, it has been retrofitted with two powerful electric discharge coils. Original design by rav2n.
| align="center" |14,500 mk
|- id = "Remora"
| align="center" |'''Remora'''
| align="center" |Deep diver
| align="left" |A range of customization options are available for Remora. In this model, some of the main hull space has been replaced by a detachable ballast and a remote-controlled drone. A large crew is needed to operate this submarine.
| align="center" |16,000 mk
|}
=Improvement=
Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the engineering crew chief at any station, who is usually in the station engineering section with the reactor and the oxygen generator. They can be seen wearing a Crew Chief's Outfit with an Upgrade icon above them.  


The crew chief offers multiple Upgrades per Upgrade category to further improve them, but each additional Upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. Each sub may be upgraded independently of all the other subs, so how many different subs the player chooses to invest their hard-earned marks in is up to them. The crew chief also offers sub Maintenance services to ensure the safety of the crew on their next trip, provided they can afford such services.
The Chief Mechanic offers multiple Upgrades per Upgrade category to further improve them, but each additional Upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. The Chief Mechanic also offers sub Maintenance services to ensure the safety of the crew on their next trip, provided they can afford such services.


When purchasing and switching to a new submarine, it will only be delivered and available for use once the crew leaves the Outpost. During this period, the Upgrade interface will become inaccessible as the crew chief isn't able to work on any of the crew's newly purchased subs until they have been delivered.
When purchasing and switching to a new submarine, it will only be delivered and available for use once the crew leaves the Outpost. During this period, the Upgrade interface will become inaccessible as the Chief Mechanic isn't able to work on any of the crew's newly purchased subs until they have been delivered.


The pricing of their Upgrades and Maintenance services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, the maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hound for the crew's blood.
The pricing of their Upgrades and Maintenance services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, the maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hound for the crew's blood.
==Upgrades==
There are 13 parts of a standard sub, each with different types of '''Upgrades''' and each Upgrade has multiple levels. There is a total of 22 different Upgrades across all parts. Once the first level of an Upgrade is purchased, the second level will cost more than the last by a percentage. Each Upgrade has a different initial and maximum percentage spike in price and depending on the number of levels, the percentage price spike of 2 consecutive levels is different between all Upgrades.


== Upgrades ==
There are 13 item categories that can be upgraded, each with one or more upgrades and each upgrade having one or more levels. There are a total of 20 unique upgrades across all parts.<br>
Upgrades can have differing maximum levels, base prices and price increase percentages. Additionally, added in {{v|0.19.7.0}}, some upgrade levels will require a certain tier or class of submarine.
Purchased upgrade levels are kept when switching to a new submarine. When switching to a submarine using the "Transfer Items" option, all of the items inside the submarine (placed items such as [[Wiring Components]], [[Small Planter Box]]es, [[Portable Pump]]s and [[Makeshift Shelves]] have to be detached first) will be transferred over to the new submarine. Items will be sorted into containers using [[Autofill Tags]], otherwise they will be dropped on the floor of the Cargo room.
Downgrading to a lower tier sub keeps the ownership of upgrade levels above the allowed maximum for that tier, but restricts the effects of those upgrades to the tier's maximum level.<br>
For example, if a crew is currently using a tier 3 submarine and has the "Enhanced Battery Capacity" upgrade at level 3 (+60% Max Charge), they can switch to a tier 2 submarine, and will still own level 3 of that upgrade, but only have the effects of the level 2 upgrade (+40% Max Charge).<br>
The same applies for switching submarine classes.
'''NOTE: Upgrade prices in the tables below are displayed at 0 RP.'''
=== Batteries ===
====[[File:Upgrade Enhanced Battery Capacity.png|48px]] Enhanced Battery Capacity ====
<span style="color:#808080"><small>ID: <code>increasebatterycapacity</code></small></span>
''<pre>Increase maximum energy storage capacity.</pre>''
{{Upgrade
| effect1 = Max Charge
| maxlevel = 3
| tier1max = 1
| tier2max = 2
| effect1increase = 20
| baseprice    = 2000
| increaselow  = 0
| increasehigh = 200
}}
====[[File:Upgrade Enhanced Battery Charging.png|48px]] Enhanced Battery Charging ====
<span style="color:#808080"><small>ID: <code>increasebatteryrechargespeed</code></small></span>
''<pre>Increase maximum recharge rate.</pre>''
{{Upgrade
| effect1 = Max Charge Rate
| maxlevel = 3
| tier1max = 1
| tier2max = 2
| effect1increase = 10
| baseprice    = 2000
| increaselow  = 0
| increasehigh = 200
}}
=== Deconstructors ===
====[[File:Upgrade Quicker Deconstruction.png|48px]] Quicker Deconstruction ====
<span style="color:#808080"><small>ID: <code>decreasedeconstructiontime</code></small></span>
''<pre>Items will be deconstructed faster. Power usage increased slightly.</pre>''
{{Upgrade
| effect1 = Deconstruction Speed
| effect2 = Power Consumption
| maxlevel = 3
| tier1max = 1
| tier2max = 2
| effect1increase = 30
| effect2increase = 5
| baseprice    = 1500
| increaselow  = 0
| increasehigh = 200
}}
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
=== Electrical Repairs ===
====[[File:Upgrade Enhanced Durability.png|48px]] Enhanced Durability ====
<span style="color:#808080"><small>ID: <code>increasemaxcondition</code></small></span>
''<pre>Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.</pre>''
{{Upgrade
| effect1 = Max Condition
| maxlevel = 3
| tier1max = 1
| tier2max = 2
| effect1increase = 20
| baseprice    = 1500
| increaselow  = 0
| increasehigh = 200
}}
====[[File:Upgrade Modular Repairs.png|48px]] Modular Repairs ====
<span style="color:#808080"><small>ID: <code>decreaselowskillfixduration</code></small></span>
''<pre>Decrease the amount of time and skill needed to repair equipment.</pre>''
{{Upgrade
| effect1 = Unskilled Repair Duration
| effect2 = Required Skill Level
| maxlevel = 3
| tier1max = 1
| tier2max = 2
| effect1increase = -10
| effect2increase = -10
| baseprice    = 1000
| increaselow  = 0
| increasehigh = 200
}}
=== Engines ===
====[[File:Upgrade Engine Power.png|48px]] Engine Power ====
<span style="color:#808080"><small>ID: <code>increaseenginemaxforce</code></small></span>
''<pre>Increase maximum speed.</pre>''
{{Upgrade
| effect1 = Max Force
| maxlevel = 3
| tier1max = 1
| tier2max = 2
| effect1increase = 8
| baseprice    = 2500
| increaselow  = 0
| increasehigh = 200
}}
Note: "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
=== Fabricators ===
====[[File:Upgrade Quicker Fabrication.png|48px]] Quicker Fabrication ====
<span style="color:#808080"><small>ID: <code>increasefabricationspeed</code></small></span>
''<pre>Decrease the time needed to fabricate items, but increase power usage.</pre>''
{{Upgrade
| effect1 = Fabrication Speed
| effect2 = Power Consumption
| maxlevel = 3
| tier1max = 1
| tier2max = 2
| effect1increase = 30
| effect2increase = 5
| baseprice    = 2000
| increaselow  = 0
| increasehigh = 200
}}
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
=== Hulls ===
====[[File:Upgrade Hull Reinforcements.png|48px]] Hull Reinforcements ====
<span style="color:#808080"><small>ID: <code>increasewallhealth</code></small></span>
''<pre>Increase submarine hull durability. Makes the walls less vulnerable to damage and allows the submarine to dive deeper without getting crushed by pressure.</pre>''
{{Upgrade
| effect1 = Max Wall Health
| effect2 = Crush Depth
| maxlevel = 6
| tier1max = 2
| tier2max = 4
| effect1increase = 20
| effect2increase = 15
| effect2value = 3500
| effect2unit = m
| baseprice    = 2000
| increaselow  = 0
| increasehigh = 400
}}
Note: Hull upgrades require resources in addition to Marks.<br>Level 1 and 2 upgrades require 5x {{hl|Steel Bar|20px|s=s}} each, level 3 and 4 require 5x {{hl|Titanium-Aluminum Alloy|20px}} each and level 5 and 6 require 5x {{hl|Physicorium Bar|20px|s=s}} each.
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
=== Junction Boxes ===
====[[File:Upgrade Enhanced Resistors.png|48px]] Enhanced Resistors ====
<span style="color:#808080"><small>ID: <code>increaseovervoltageresistance</code></small></span>
''<pre>Resist damage from excessive voltage. Decrease the probability of fires occurring.</pre>''
{{Upgrade
| effect1 = <span class="explain" title="Only when reaching 0% condition while overvolting.">Fire Probability</span>
| effect2 = Overload <span class="explain" title="Power/Load">Voltage</span>
| maxlevel = 3
| tier1max = 1
| tier2max = 2
| effect1increase = -10
| effect2increase = 10
| baseprice    = 2000
| increaselow  = 0
| increasehigh = 200
}}
=== Mechanical Repairs ===
====[[File:Upgrade Enhanced Durability.png|48px]] Enhanced Durability ====
<span style="color:#808080"><small>ID: <code>increasemaxcondition</code></small></span>
''<pre>Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.</pre>''
{{Upgrade
| effect1 = Max Condition
| maxlevel = 3
| tier1max = 1
| tier2max = 2
| effect1increase = 20
| baseprice    = 1500
| increaselow  = 0
| increasehigh = 200
}}


<big>'''Calculating upgrades price increase'''</big><br>
====[[File:Upgrade Modular Repairs.png|48px]] Modular Repairs ====
To calculate '''A''', the price increase (in %) from '''levelX''' to '''levelX+1''':<br>
<span style="color:#808080"><small>ID: <code>decreaselowskillfixduration</code></small></span>
'''A''' = Initial Increase + ( ( Number of Levels / ( Max Increase - Initial Increase) ) * levelX )<br>
''<pre>Decrease the amount of time and skill needed to repair equipment.</pre>''
Therefore, price of level '''X+1''' = price of level '''X''' + '''A'''%
{{Upgrade
| effect1 = Unskilled Repair Duration
| effect2 = Required Skill Level


For example, to calculate the price of the Hull upgrade level 5:<br>
| maxlevel = 3
<abbr title="price of level 4">3202</abbr> + ( <abbr title="Initial Increase">15</abbr> + ( ( <abbr title="Number of levels">10</abbr> / ( <abbr title="Max Increase">25</abbr> - <abbr title="Initial Increase">15</abbr>) ) * <abbr title="Base level">4</abbr> ) ) % = 3202 + 19% = <abbr title="3810.38, rounded down">3810</abbr>
| tier1max = 1
| tier2max = 2


The following tables show all values regarding each Upgrade in different Upgrade categories at 0 RP.
| effect1increase = -10
===Hulls===
| effect2increase = -10
 
{| class="wikitable sortable" style="width: 89%;"
| baseprice    = 1000
! rowspan="1" style="width: 25%;| Upgrade 
| increaselow  = 0
! colspan="1" style="width: 21%;| Description
| increasehigh = 200
! colspan="1" | Effect per Level
}}
! colspan="1" | Level Maxed
! colspan="1" | Initial price increase
! colspan="1" | Max price increase
! colspan="1" | Base price
|-
|- id = "Tougher Hulls"
| align="left" | [[File:Upgrade Tougher Hulls.png|45px]] '''Tougher Hulls'''
| align="left" | Increase submarine hull durability and crush depth.
| align="center" |+10% Durability
and


+5% Crush depth
=== Monitors ===
| align="center" |10
====[[File:Upgrade Mineral Scanner.png|48px]] Mineral Scanner ====
| align="center" |15%
<span style="color:#808080"><small>ID: <code>enablemineralscanner</code></small></span>
| align="center" |25%
''<pre>Displays locations of minerals on Navigation Terminals and Sonar Monitors.</pre>''
| align="center" |2,000 mk
{| style="text-align:center; width:25%"
|-
! Level
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
! Mineral Scanner
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 25%;
! Price
|+ Level values
! Level !!Durability!!Crush Depth!!Price
|-
| align="center" | 1
|align="center" | +10%|| align="center" | +5% || align="center" | 2,000 mk
|-
| align="center" | 2
|align="center" | +20%|| align="center" | +10% || align="center" | 2,320 mk
|-
| align="center" | 3
|align="center" | +30%|| align="center" | +15% || align="center" | 2,714 mk
|-
| align="center" | 4
|align="center" | +40%|| align="center" | +20% || align="center" | 3,202 mk
|-
| align="center" | 5
|align="center" | +50%|| align="center" | +25% || align="center" | 3,810 mk
|-
| align="center" | 6
|align="center" | +60%|| align="center" | +30% || align="center" | 4,572 mk
|-
| align="center" | 7
|align="center" | +70%|| align="center" | +35% || align="center" | 5,532 mk
|-
| align="center" | 8
|align="center" | +80%|| align="center" | +40% || align="center" | 6,749 mk
|-
|-
| align="center" | 9
| 1
|align="center" | +90%|| align="center" | +45% || align="center" | 8,301 mk
| Available for <span class="explain" title="Includes navigation terminals.">all terminals</span>.
|-
| 2000 mk
| align="center" | 10
|align="center" | +100%|| align="center" | +50% || align="center" | 10,293 mk
|}
|}
|}
Note: Only "Scout" and "Transport" class submarines can recieve this upgrade.
===Junction Boxes===
 
◎◎◎◎◎◎
=== Pumps ===
{| class="wikitable sortable" style="width: 89%;"
====[[File:Upgrade Efficient Pumps.png|48px]] Efficient Pumps ====
! rowspan="1" style="width: 25%;| Upgrade
<span style="color:#808080"><small>ID: <code>increasemaxpumpflow</code></small></span>
! colspan="1" style="width: 21%;| Description
''<pre>Increase the speed at which water is pumped in or out of the sub. Decreases pumps' power consumption.</pre>''
! colspan="1" | Effect per Level
{{Upgrade
! colspan="1" | Level Maxed
| effect1 = Max Flow Rate
! colspan="1" | Initial price increase
| effect2 = Power Consumption
! colspan="1" | Max price increase
 
! colspan="1" | Base price
| maxlevel = 3
|-
| tier1max = 1
|- id = "Fire Resistance"
| tier2max = 2
| align="left" | [[File:Upgrade Fire Resistance.png|45px]] '''Fire Resistance'''
 
| align="left" | Decrease the probability of fires occurring.
| effect1increase = 10
| align="center" |-3%
| effect2increase = -5
| align="center" |5
 
| align="center" |15%
| baseprice    = 3000
| align="center" |20%
| increaselow  = 0
| align="center" |1,000 mk
| increasehigh = 200
|-
}}
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
 
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 25%;
=== Reactors ===
|+ Level values
====[[File:Upgrade Reactor Efficiency.png|48px]] Reactor Efficiency ====
! Level !!Fire Probability!! Price
<span style="color:#808080"><small>ID: <code>increasereactoroutput</code></small></span>
|-
''<pre>Increase reactor power output.</pre>''
| align="center" | 1 || align="center" | -3% || align="center" | 1,000 mk
{{Upgrade
|-
| effect1 = Max Power Output
| align="center" | 2 || align="center" | -6% || align="center" | 1,160 mk
 
|-
| maxlevel = 3
| align="center" | 3 || align="center" | -9% || align="center" | 1,357 mk
| tier1max = 1
|-
| tier2max = 2
| align="center" | 4 || align="center" | -12% || align="center" | 1,601 mk
 
|-
| effect1increase = 3
| align="center" | 5 || align="center" | -15% || align="center" | 1,905 mk
 
|}
| baseprice    = 2000
|- id = "Enhanced Resistors"
| increaselow  = 0
| align="left" | [[File:Upgrade Enhanced Resistors.png|45px]] '''Enhanced Resistors'''
| increasehigh = 200
| align="left" | Resist damage from excessive voltage.
}}
| align="center" |+2%
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
| align="center" |10
* Stacks multiplicatively with [[Buzzin']].
| align="center" |10%
 
| align="center" |15%
====[[File:Upgrade Upgraded Cooling Rods.png|48px]] Upgraded Cooling Rods ====
| align="center" |1,500 mk
<span style="color:#808080"><small>ID: <code>decreasefuelconsumption</code></small></span>
|-
''<pre>Decrease fuel consumption rate. Increase the time reactors can stay at critical temperature before meltdown.</pre>''
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{{Upgrade
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 25%;
| effect1 = Max Fuel Consumption Rate
|+ Level values
| effect2 = Meltdown Delay
! Level !!Excessive Voltage<br>Resistance!! Price
 
|-
| maxlevel = 3
| align="center" | 1 || align="center" | +2% || align="center" | 1,500 mk
| tier1max = 1
|-
| tier2max = 2
| align="center" | 2 || align="center" | +4% || align="center" | 1,657 mk
 
|-
| effect1increase = -20
| align="center" | 3 || align="center" | +6% || align="center" | 1,839 mk
| effect2increase = 20
|-
 
| align="center" | 4 || align="center" | +8% || align="center" | 2,050 mk
| baseprice    = 2000
|-
| increaselow  = 0
| align="center" | 5 || align="center" | +10% || align="center" | 2,296 mk
| increasehigh = 200
|-
}}
| align="center" | 6 || align="center" | +12% || align="center" | 2,583 mk
Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
|-
 
| align="center" | 7 || align="center" | +14% || align="center" | 2,918 mk
=== Supercapacitors ===
|-
====[[File:Upgrade Enhanced Supercapacitor Capacity.png|48px]] Enhanced Supercapacitor Capacity ====
| align="center" | 8 || align="center" | +16% || align="center" | 3,311 mk
<span style="color:#808080"><small>ID: <code>increasesupercapacitorcapacity</code></small></span>
|-
''<pre>Increase maximum energy storage capacity.</pre>''
| align="center" | 9 || align="center" | +18% || align="center" | 3,774 mk
{{Upgrade
|-
| effect1 = Max Charge
| align="center" | 10 || align="center" | +20% || align="center" | 4,321 mk
 
|}
| maxlevel = 3
|}
| tier1max = 1
===Pumps===
| tier2max = 2
◎◎◎◎◎◎
 
{| class="wikitable sortable" style="width: 89%;"
| effect1increase = 10
! rowspan="1" style="width: 25%;"| Upgrade 
 
! colspan="1" style="width: 21%;| Description
| baseprice    = 2000
! colspan="1" | Effect per Level
| increaselow  = 0
! colspan="1" | Level Maxed
| increasehigh = 200
! colspan="1" | Initial price increase
}}
! colspan="1" | Max price increase
 
! colspan="1" | Base price
====[[File:Upgrade Enhanced Supercapacitor Charging.png|48px]] Enhanced Supercapacitor Charging ====
|-
<span style="color:#808080"><small>ID: <code>increasesupercapacitorrechargespeed</code></small></span>
|- id = "Faster Pumps"
''<pre>Increase maximum recharge rate.</pre>''
| align="left" | [[File:Upgrade Faster Pumps.png|45px]] '''Fast Pumps'''
{{Upgrade
| align="left" | Increase the speed at which water is pumped in or out of the sub.
| effect1 = Max Charge Rate
| align="center" |5%
 
| align="center" |10
| maxlevel = 3
| align="center" |15%
| tier1max = 1
| align="center" |25%
| tier2max = 2
| align="center" |2,000 mk
 
|-
| effect1increase = 10
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
 
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 25%;
| baseprice    = 2000
|+ Level values
| increaselow  = 0
! Level !! Pump Speed !! Price
| increasehigh = 200
|-
}}
| align="center" | 1 || align="center" | 5% || align="center" | 2,000 mk
 
|-
=== Weapons ===
| align="center" | 2 || align="center" | 10% || align="center" | 2,320 mk
====[[File:Upgrade Energy Efficiency.png|48px]] Energy Efficiency ====
|-
<span style="color:#808080"><small>ID: <code>turretdecreasepowerconsumption</code></small></span>
| align="center" | 3 || align="center" | 15% || align="center" | 2,714 mk
''<pre>Reduce power consumption.</pre>''
|-
{{Upgrade
| align="center" | 4 || align="center" | 20% || align="center" | 3,202 mk
| effect1 = Power Consumption
|-
 
| align="center" | 5 || align="center" | 25% || align="center" | 3,810 mk
| maxlevel = 3
|-
| tier1max = 1
| align="center" | 6 || align="center" | 30% || align="center" | 4,572 mk
| tier2max = 2
|-
 
| align="center" | 7 || align="center" | 35% || align="center" | 5,532 mk
| effect1increase = -8
|-
 
| align="center" | 8 || align="center" | 40% || align="center" | 6,749 mk
| baseprice    = 1500
|-
| increaselow  = 0
| align="center" | 9 || align="center" | 45% || align="center" | 8,301 mk
| increasehigh = 200
|-
}}
| align="center" | 10 || align="center" | 50% || align="center" | 10,293 mk
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
|}
 
|- id = "Energy Efficiency"
====[[File:Upgrade Enhanced Periscopes.png|48px]] Enhanced Periscopes ====
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
<span style="color:#808080"><small>ID: <code>turretincreaseoffsetonselected</code></small></span>
| align="left" | Decrease power consumption.
''<pre>Increase the view range of all weapons.</pre>''
| align="center" |-1%
{{Upgrade
| align="center" |10
| effect1 = View Distance
| align="center" |15%
| effect2 = Light Range
| align="center" |20%
 
| align="center" |1,000 mk
| maxlevel = 3
|-
| tier1max = 1
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
| tier2max = 2
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 25%;
 
|+ Level values
| effect1increase = 4
! Level !! Power Consumption!! Price
| effect2increase = 16
|-
 
| align="center" | 1 || align="center" | -1% || align="center" | 1,000 mk
| baseprice    = 2000
|-
| increaselow  = 0
| align="center" | 2 || align="center" | -2% || align="center" | 1,155 mk
| increasehigh = 200
|-
}}
| align="center" | 3 || align="center" | -3% || align="center" | 1,339 mk
Note: "Attack" and "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
|-
 
| align="center" | 4 || align="center" | -4% || align="center" | 1,559 mk
====[[File:Upgrade Quicker Guns.png|48px]] Quicker Guns ====
|-
<span style="color:#808080"><small>ID: <code>turretincreaserotationlowskill</code></small></span>
| align="center" | 5 || align="center" | -5% || align="center" | 1,824 mk
''<pre>Increase the rotation rate of all guns when operated by insufficiently skilled crew.</pre>''
|-
{{Upgrade
| align="center" | 6 || align="center" | -6% || align="center" | 2,143 mk
| effect1 = Unskilled Rotation Speed
|-
 
| align="center" | 7 || align="center" | -7% || align="center" | 2,528 mk
| maxlevel = 3
|-
| tier1max = 1
| align="center" | 8 || align="center" | -8% || align="center" | 2,995 mk
| tier2max = 2
|-
 
| align="center" | 9 || align="center" | -9% || align="center" | 3,564 mk
| effect1increase = 20
|-
| align="center" | 10 || align="center" | -10% || align="center" | 4,258 mk
|}
|}
===Supercapacitors===
◎◎◎◎◎◎
{| class="wikitable sortable" style="width: 89%;"
! rowspan="1" style="width: 25%;| Upgrade 
! colspan="1" style="width: 21%;| Description
! colspan="1" | Effect per Level
! colspan="1" | Level Maxed
! colspan="1" | Initial price increase
! colspan="1" | Max price increase
! colspan="1" | Base price
|-
|- id = "Enhanced Supercapacitor Capacity"
| align="left" | [[File:Upgrade Enhanced Supercapacitor Capacity.png|45px]] '''Enhanced Supercapacitor Capacity'''
| align="left" | Increase maximum energy storage capacity.
| align="center" |5%
| align="center" |5
| align="center" |20%
| align="center" |25%
| align="center" |2,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 5% || align="center" | 2,000 mk
|-
| align="center" | 2 || align="center" | 10% || align="center" | 2,420 mk
|-
| align="center" | 3 || align="center" | 15% || align="center" | 2,952 mk
|-
| align="center" | 4 || align="center" | 20% || align="center" | 3,630 mk
|-
| align="center" | 5 || align="center" | 25% || align="center" | 4,501 mk
|}
|- id = "Enhanced Battery Charging"
| align="left" | [[File:Upgrade Enhanced Battery Charging.png|45px]] '''Enhanced Battery Charging'''
| align="left" | Increase maximum recharge rate.
| align="center" |5%
| align="center" |5
| align="center" |20%
| align="center" |25%
| align="center" |2,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 5% || align="center" | 2,000 mk
|-
| align="center" | 2 || align="center" | 10% || align="center" | 2,420 mk
|-
| align="center" | 3 || align="center" | 15% || align="center" | 2,952 mk
|-
| align="center" | 4 || align="center" | 20% || align="center" | 3,630 mk
|-
| align="center" | 5 || align="center" | 25% || align="center" | 4,501 mk
|}
|}
===Batteries===
◎◎◎◎◎◎
{| class="wikitable sortable" style="width: 89%;"
! rowspan="1" style="width: 25%;| Upgrade 
! colspan="1" style="width: 21%;| Description
! colspan="1" | Effect per Level
! colspan="1" | Level Maxed
! colspan="1" | Initial price increase
! colspan="1" | Max price increase
! colspan="1" | Base price
|-
|- id = "Enhanced Battery Capacity"
| align="left" | [[File:Upgrade Enhanced Battery Capacity.png|45px]] '''Enhanced Battery Capacity'''
| align="left" | Increase maximum energy storage capacity.
| align="center" |10%
| align="center" |5
| align="center" |20%
| align="center" |25%
| align="center" |2,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 10% || align="center" | 2,000 mk
|-
| align="center" | 2 || align="center" | 20% || align="center" | 2,420 mk
|-
| align="center" | 3 || align="center" | 30% || align="center" | 2,952 mk
|-
| align="center" | 4 || align="center" | 40% || align="center" | 3,630 mk
|-
| align="center" | 5 || align="center" | 50% || align="center" | 4,501 mk
|}
|- id = "Enhanced Battery Charging"
| align="left" | [[File:Upgrade Enhanced Battery Charging.png|45px]] '''Enhanced Battery Charging'''
| align="left" | Increase maximum recharge rate.
| align="center" |5%
| align="center" |5
| align="center" |20%
| align="center" |25%
| align="center" |2,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 5% || align="center" | 2,000 mk
|-
| align="center" | 2 || align="center" | 10% || align="center" | 2,420 mk
|-
| align="center" | 3 || align="center" | 15% || align="center" | 2,952 mk
|-
| align="center" | 4 || align="center" | 20% || align="center" | 3,630 mk
|-
| align="center" | 5 || align="center" | 25% || align="center" | 4,501 mk
|}
|}
===Fabricators===
◎◎◎◎◎◎◎
{| class="wikitable sortable" style="width: 89%;"
! rowspan="1" style="width: 25%;| Upgrade 
! colspan="1" style="width: 21%;| Description
! colspan="1" | Effect per Level
! colspan="1" | Level Maxed
! colspan="1" | Initial price increase
! colspan="1" | Max price increase
! colspan="1" | Base price
|-
|- id = "Quicker Fabrication"
| align="left" | [[File:Upgrade Quicker Fabrication.png|45px]] '''Quicker Fabrication'''
| align="left" | Decrease the time needed to fabricate items.
| align="center" |5%
| align="center" |10
| align="center" |10%
| align="center" |15%
| align="center" |1,500 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 5% || align="center" | 1,500 mk
|-
| align="center" | 2 || align="center" | 10% || align="center" | 1,657 mk
|-
| align="center" | 3 || align="center" | 15% || align="center" | 1,839 mk
|-
| align="center" | 4 || align="center" | 20% || align="center" | 2,050 mk
|-
| align="center" | 5 || align="center" | 25% || align="center" | 2,296 mk
|-
| align="center" | 6 || align="center" | 30% || align="center" | 2,583 mk
|-
| align="center" | 7 || align="center" | 35% || align="center" | 2,918 mk
|-
| align="center" | 8 || align="center" | 40% || align="center" | 3,311 mk
|-
| align="center" | 9 || align="center" | 45% || align="center" | 3,774 mk
|-
| align="center" | 10 || align="center" | 50% || align="center" | 4,321 mk
|}
|- id = "Simplified Fabrication"
| align="left" | [[File:Upgrade Simplified Fabrication.png|45px]] '''Simplified Fabrication'''
| align="left" | Lower the skill levels required for item fabrication.
| align="center" | -3%
| align="center" |5
| align="center" |20%
| align="center" |25%
| align="center" |2,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | -3% || align="center" | 2,000 mk
|-
| align="center" | 2 || align="center" | -6% || align="center" | 2,420 mk
|-
| align="center" | 3 || align="center" | -9% || align="center" | 2,952 mk
|-
| align="center" | 4 || align="center" | -12% || align="center" | 3,630 mk
|-
| align="center" | 5 || align="center" | -15% || align="center" | 4,501 mk
|}
|- id = "Energy Efficiency"
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
| align="left" | Decrease power consumption.
| align="center" |-1%
| align="center" |10
| align="center" |15%
| align="center" |20%
| align="center" |1,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | -1% || align="center" | 1,000 mk
|-
| align="center" | 2 || align="center" | -2% || align="center" | 1,155 mk
|-
| align="center" | 3 || align="center" | -3% || align="center" | 1,339 mk
|-
| align="center" | 4 || align="center" | -4% || align="center" | 1,559 mk
|-
| align="center" | 5 || align="center" | -5% || align="center" | 1,824 mk
|-
| align="center" | 6 || align="center" | -6% || align="center" | 2,143 mk
|-
| align="center" | 7 || align="center" | -7% || align="center" | 2,528 mk
|-
| align="center" | 8 || align="center" | -8% || align="center" | 2,995 mk
|-
| align="center" | 9 || align="center" | -9% || align="center" | 3,564 mk
|-
| align="center" | 10 || align="center" | -10% || align="center" | 4,258 mk
|}
|}
===Deconstructors===
◎◎◎◎◎◎
{| class="wikitable sortable" style="width: 89%;"
! rowspan="1" style="width: 25%;| Upgrade 
! colspan="1" style="width: 21%;| Description
! colspan="1" | Effect per Level
! colspan="1" | Level Maxed
! colspan="1" | Initial price increase
! colspan="1" | Max price increase
! colspan="1" | Base price
|-
|- id = "Quicker Deconstruction"
| align="left" | [[File:Upgrade Quicker Deconstruction.png|45px]] '''Quicker Deconstruction'''
| align="left" | Items will be deconstructed faster.
| align="center" |5%
| align="center" |10
| align="center" |10%
| align="center" |15%
| align="center" |1,500 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 5% || align="center" | 1,500 mk
|-
| align="center" | 2 || align="center" | 10% || align="center" | 1,657 mk
|-
| align="center" | 3 || align="center" | 15% || align="center" | 1,839 mk
|-
| align="center" | 4 || align="center" | 20% || align="center" | 2,050 mk
|-
| align="center" | 5 || align="center" | 25% || align="center" | 2,296 mk
|-
| align="center" | 6 || align="center" | 30% || align="center" | 2,583 mk
|-
| align="center" | 7 || align="center" | 35% || align="center" | 2,918 mk
|-
| align="center" | 8 || align="center" | 40% || align="center" | 3,311 mk
|-
| align="center" | 9 || align="center" | 45% || align="center" | 3,774 mk
|-
| align="center" | 10 || align="center" | 50% || align="center" | 4,321 mk
|}
|- id = "Energy Efficiency"
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
| align="left" | Decrease power consumption.
| align="center" |-1%
| align="center" |10
| align="center" |15%
| align="center" |20%
| align="center" |1,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | -1% || align="center" | 1,000 mk
|-
| align="center" | 2 || align="center" | -2% || align="center" | 1,155 mk
|-
| align="center" | 3 || align="center" | -3% || align="center" | 1,339 mk
|-
| align="center" | 4 || align="center" | -4% || align="center" | 1,559 mk
|-
| align="center" | 5 || align="center" | -5% || align="center" | 1,824 mk
|-
| align="center" | 6 || align="center" | -6% || align="center" | 2,143 mk
|-
| align="center" | 7 || align="center" | -7% || align="center" | 2,528 mk
|-
| align="center" | 8 || align="center" | -8% || align="center" | 2,995 mk
|-
| align="center" | 9 || align="center" | -9% || align="center" | 3,564 mk
|-
| align="center" | 10 || align="center" | -10% || align="center" | 4,258 mk
|}
|}
===Weapons===
◎◎◎
{| class="wikitable sortable" style="width: 89%;"
! rowspan="1" style="width: 25%;| Upgrade 
! colspan="1" style="width: 21%;| Description
! colspan="1" | Effect per Level
! colspan="1" | Level Maxed
! colspan="1" | Initial price increase
! colspan="1" | Max price increase
! colspan="1" | Base price
|-
|- id = "Energy Efficiency"
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
| align="left" | Decrease power consumption.
| align="center" |-5%
| align="center" |5
| align="center" |15%
| align="center" |20%
| align="center" |1,500 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | -5% || align="center" | 1,500 mk
|-
| align="center" | 2 || align="center" | -10% || align="center" | 1,740 mk
|-
| align="center" | 3 || align="center" | -15% || align="center" | 2,035 mk
|-
| align="center" | 4 || align="center" | -20% || align="center" | 2,401 mk
|-
| align="center" | 5 || align="center" | -25% || align="center" | 2,857 mk
|}
|- id = "Quicker Guns"
| align="left" | [[File:Upgrade Quicker Guns.png|45px]] '''Quicker Guns'''
| align="left" | Increase the rotation rate of all guns when operated by insufficiently skilled crew.
| align="center" |10%
| align="center" |10
| align="center" |20%
| align="center" |25%
| align="center" |1,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 10% || align="center" | 1,000 mk
|-
| align="center" | 2 || align="center" | 20% || align="center" | 1,205 mk
|-
| align="center" | 3 || align="center" | 30% || align="center" | 1,458 mk
|-
| align="center" | 4 || align="center" | 40% || align="center" | 1,771 mk
|-
| align="center" | 5 || align="center" | 50% || align="center" | 2,160 mk
|-
| align="center" | 6 || align="center" | 60% || align="center" | 2,646 mk
|-
| align="center" | 7 || align="center" | 70% || align="center" | 3,254 mk
|-
| align="center" | 8 || align="center" | 80% || align="center" | 4,018 mk
|-
| align="center" | 9 || align="center" | 90% || align="center" | 4,982 mk
|-
| align="center" | 10 || align="center" | 100% || align="center" | 6,202 mk
|}
|- id = "Enhanced Periscopes"
| align="left" | [[File:Upgrade Enhanced Periscopes.png|45px]] '''Enhanced Periscopes'''
| align="left" | Increase the view range and light range of all weapons.
| align="center" |2% View range
and


8% Light range
| baseprice    = 1500
| align="center" |5
| increaselow  = 0
| align="center" |15%
| increasehigh = 200
| align="center" |20%
}}
| align="center" |4,000 mk
Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect on View range
!Effect on Light range!! Price
|-
| align="center" | 1 || align="center" | 2%
|8%|| align="center" | 4,000 mk
|-
| align="center" | 2 || align="center" | 4%
|16%|| align="center" | 4,600 mk
|-
| align="center" | 3 || align="center" | 6%
|24%|| align="center" | 5,290 mk
|-
| align="center" | 4 || align="center" | 8%
|30%|| align="center" | 6,083 mk
|-
| align="center" | 5 || align="center" | 10%
|36%|| align="center" | 6,995 mk
|}
|}
===Loaders===
◎◎◎◎


'''Loaders''' do not have any unique Upgrades, only general Machine Repairs Upgrades.
==== Weapon Customization ====
===Engines===
Turrets can be swapped out for other turrets. Large/small turrets cannot be interchanged.
◎◎◎◎◎◎
{| style="width:25%"
{| class="wikitable sortable" style="width: 89%;"
! colspan="2" | Small Turrets
! rowspan="1" style="width: 25%;| Upgrade 
! colspan="2" | Large Turrets
! colspan="1" style="width: 21%;| Description
! colspan="1" | Effect per Level
! colspan="1" | Level Maxed
! colspan="1" | Initial price increase
! colspan="1" | Max price increase
! colspan="1" | Base price
|-
|- id = "Engine Power"
| align="left" | [[File:Upgrade Engine Power.png|45px]] '''Engine Power'''
| align="left" | Increase maximum speed.
| align="center" |5%
| align="center" |5
| align="center" |15%
| align="center" |20%
| align="center" |3,500 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 5% || align="center" | 3,500 mk
|-
| align="center" | 2 || align="center" | 10% || align="center" | 4,025 mk
|-
| align="center" | 3 || align="center" | 15% || align="center" | 4,628 mk
|-
| align="center" | 4 || align="center" | 20% || align="center" | 5,322 mk
|-
| align="center" | 5 || align="center" | 25% || align="center" | 6,120 mk
|}
|- id = "Energy Efficiency"
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
| align="left" | Decrease power consumption.
| align="center" |-1%
| align="center" |10
| align="center" |15%
| align="center" |20%
| align="center" |1,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | -1% || align="center" | 1,000 mk
|-
| align="center" | 2 || align="center" | -2% || align="center" | 1,155 mk
|-
| align="center" | 3 || align="center" | -3% || align="center" | 1,339 mk
|-
| align="center" | 4 || align="center" | -4% || align="center" | 1,559 mk
|-
| align="center" | 5 || align="center" | -5% || align="center" | 1,824 mk
|-
| align="center" | 6 || align="center" | -6% || align="center" | 2,143 mk
|-
| align="center" | 7 || align="center" | -7% || align="center" | 2,528 mk
|-
| align="center" | 8 || align="center" | -8% || align="center" | 2,995 mk
|-
| align="center" | 9 || align="center" | -9% || align="center" | 3,564 mk
|-
| align="center" | 10 || align="center" | -10% || align="center" | 4,258 mk
|}
|}
===Reactors===
◎◎◎◎◎◎◎
{| class="wikitable sortable" style="width: 89%;"
! rowspan="1" style="width: 25%;| Upgrade 
! colspan="1" style="width: 21%;| Description
! colspan="1" | Effect per Level
! colspan="1" | Level Maxed
! colspan="1" | Initial price increase
! colspan="1" | Max price increase
! colspan="1" | Base price
|-
|- id = "Reactor Efficiency"
| align="left" | [[File:Upgrade Reactor Efficiency.png|45px]] '''Reactor Efficiency'''
| align="left" | Increase reactor power output.
| align="center" |2%
| align="center" |5
| align="center" |15%
| align="center" |20%
| align="center" |2,500 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 2% || align="center" | 2,500 mk
|-
| align="center" | 2 || align="center" | 4% || align="center" | 2,900 mk
|-
| align="center" | 3 || align="center" | 6% || align="center" | 3,393 mk
|-
| align="center" | 4 || align="center" | 8% || align="center" | 4,003 mk
|-
| align="center" | 5 || align="center" | 10% || align="center" | 4,763 mk
|}
|- id = "Fuel Efficiency"
| align="left" | [[File:Upgrade Fuel Efficiency.png|45px]] '''Fuel Efficiency'''
| align="left" | Decrease fuel consumption rate.
| align="center" | -7%
| align="center" |5
| align="center" |20%
| align="center" |25%
| align="center" |1,500 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | -7% || align="center" | 1,500 mk
|-
| align="center" | 2 || align="center" | -14% || align="center" | 1,800 mk
|-
| align="center" | 3 || align="center" | -21% || align="center" | 2,160 mk
|-
| align="center" | 4 || align="center" | -28% || align="center" | 2,592 mk
|-
| align="center" | 5 || align="center" | -35% || align="center" | 3,110 mk
|}
|- id = "Thermal Tolerance"
| align="left" | [[File:Upgrade Thermal Tolerance.png|45px]] '''Thermal Tolerance'''
| align="left" | Increase the time reactors can stay at critical temperature before meltdown.
| align="center" |10%
| align="center" |10
| align="center" |10%
| align="center" |15%
| align="center" |1,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 10% || align="center" | 1,000 mk
|-
| align="center" | 2 || align="center" | 20% || align="center" | 1,105 mk
|-
| align="center" | 3 || align="center" | 30% || align="center" | 1,226 mk
|-
| align="center" | 4 || align="center" | 40% || align="center" | 1,366 mk
|-
| align="center" | 5 || align="center" | 50% || align="center" | 1,529 mk
|-
| align="center" | 6 || align="center" | 60% || align="center" | 1,720 mk
|-
|-
| align="center" | 7 || align="center" | 70% || align="center" | 1,943 mk
| [[File:Turret Hardpoint.png|128px|center]] || [[Turret Hardpoint]]
| [[File:Large Turret Hardpoint.png|128px|center]] || [[Large Turret Hardpoint]]
|-
|-
| align="center" | 8 || align="center" | 80% || align="center" | 2,205 mk
| [[File:Coilgun.png|128px|center]] || [[Coilgun]]
| [[File:Double Coilgun.png|128px|center]] || [[Double Coilgun]]
|-
|-
| align="center" | 9 || align="center" | 90% || align="center" | 2,513 mk
| [[File:Chaingun.png|128px|center]] || [[Chaingun]]
| [[File:Flak Cannon.png|128px|center]] || [[Flak Cannon]]
|-
|-
| align="center" | 10 || align="center" | 100% || align="center" | 2,877 mk
| [[File:Pulse Laser.png|128px|center]] || [[Pulse Laser]]
| [[File:Railgun.png|128px|center]] || [[Railgun]]
|}
|}
|}
===Monitors===
◎◎◎◎


'''Monitors''' do not have any unique Upgrades, only general Machine Repairs Upgrades.
== Maintenance ==
===Oxygen Generators===
{{main|Maintenance}}
◎◎◎◎◎◎
{| class="wikitable sortable" style="width: 89%;"
! rowspan="1" style="width: 25%;| Upgrade 
! colspan="1" style="width: 21%;| Description
! colspan="1" | Effect per Level
! colspan="1" | Level Maxed
! colspan="1" | Initial price increase
! colspan="1" | Max price increase
! colspan="1" | Base price
|-
|- id = "Oxygen Generator Efficiency"
| align="left" | [[File:Upgrade Oxygen Generator Efficiency.png|45px]] '''Oxygen Generator Efficiency'''
| align="left" | Increase the amount of oxygen generated.
| align="center" |5%
| align="center" |5
| align="center" |10%
| align="center" |15%
| align="center" |2,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 5% || align="center" | 2,000 mk
|-
| align="center" | 2 || align="center" | 10% || align="center" | 2,220 mk
|-
| align="center" | 3 || align="center" | 15% || align="center" | 2,486 mk
|-
| align="center" | 4 || align="center" | 20% || align="center" | 2,809 mk
|-
| align="center" | 5 || align="center" | 25% || align="center" | 3,202 mk
|}
|- id = "Energy Efficiency"
| align="left" | [[File:Upgrade Energy Efficiency.png|45px]] '''Energy Efficiency'''
| align="left" | Decrease power consumption.
| align="center" |-1%
| align="center" |10
| align="center" |15%
| align="center" |20%
| align="center" |1,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | -1% || align="center" | 1,000 mk
|-
| align="center" | 2 || align="center" | -2% || align="center" | 1,155 mk
|-
| align="center" | 3 || align="center" | -3% || align="center" | 1,339 mk
|-
| align="center" | 4 || align="center" | -4% || align="center" | 1,559 mk
|-
| align="center" | 5 || align="center" | -5% || align="center" | 1,824 mk
|-
| align="center" | 6 || align="center" | -6% || align="center" | 2,143 mk
|-
| align="center" | 7 || align="center" | -7% || align="center" | 2,528 mk
|-
| align="center" | 8 || align="center" | -8% || align="center" | 2,995 mk
|-
| align="center" | 9 || align="center" | -9% || align="center" | 3,564 mk
|-
| align="center" | 10 || align="center" | -10% || align="center" | 4,258 mk
|}
|}
===Machine Repairs Upgrades===
These are available for all Upgrade categories except for Hulls and Weapons.
{| class="wikitable sortable" style="width: 89%;"
! rowspan="1" style="width: 25%;| Upgrade 
! colspan="1" style="width: 21%;| Description
! colspan="1" | Effect per Level
! colspan="1" | Level Maxed
! colspan="1" | Initial price increase
! colspan="1" | Max price increase
! colspan="1" | Base price
|-
|- id = "Enhanced Durability"
| align="left" | [[File:Upgrade Enhanced Durability.png|45px]] '''Enhanced Durability'''
| align="left" | Equipment will take longer to start deteriorating.
| align="center" |5%
| align="center" |10
| align="center" |10%
| align="center" |20%
| align="center" |2,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | 5% || align="center" | 2,000 mk
|-
| align="center" | 2 || align="center" | 10% || align="center" | 2,220 mk
|-
| align="center" | 3 || align="center" | 15% || align="center" | 2,486 mk
|-
| align="center" | 4 || align="center" | 20% || align="center" | 2,809 mk
|-
| align="center" | 5 || align="center" | 25% || align="center" | 3,202 mk
|-
| align="center" | 6 || align="center" | 30% || align="center" | 3,682 mk
|-
| align="center" | 7 || align="center" | 35% || align="center" | 4,271 mk
|-
| align="center" | 8 || align="center" | 40% || align="center" | 4,997 mk
|-
| align="center" | 9 || align="center" | 45% || align="center" | 5,896 mk
|-
| align="center" | 10 || align="center" | 50% || align="center" | 7,016 mk
|}
|- id = "Enhanced Redundant Systems"
| align="left" | [[File:Upgrade Enhanced Redundant Systems.png|45px]] '''Enhanced Redundant Systems'''
| align="left" | Equipment will deteriorate more slowly.
| align="center" |-5%
| align="center" |10
| align="center" |10%
| align="center" |20%
| align="center" |2,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | -5% || align="center" | 2,000 mk
|-
| align="center" | 2 || align="center" | -10% || align="center" | 2,220 mk
|-
| align="center" | 3 || align="center" | -15% || align="center" | 2,486 mk
|-
| align="center" | 4 || align="center" | -20% || align="center" | 2,809 mk
|-
| align="center" | 5 || align="center" | -25% || align="center" | 3,202 mk
|-
| align="center" | 6 || align="center" | -30% || align="center" | 3,682 mk
|-
| align="center" | 7 || align="center" | -35% || align="center" | 4,271 mk
|-
| align="center" | 8 || align="center" | -40% || align="center" | 4,997 mk
|-
| align="center" | 9 || align="center" | -45% || align="center" | 5,896 mk
|-
| align="center" | 10 || align="center" | -50% || align="center" | 7,016 mk
|}
|- id = "Quicker Repairs"
| align="left" | [[File:Upgrade Quicker Repairs.png|45px]] '''Quicker Repairs'''
| align="left" | Decrease the amount of time needed to repair equipment when unskilled.
| align="center" |-5%
| align="center" |5
| align="center" |10%
| align="center" |15%
| align="center" |1,000 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | -5% || align="center" | 1,000 mk
|-
| align="center" | 2 || align="center" | -10% || align="center" | 1,110 mk
|-
| align="center" | 3 || align="center" | -15% || align="center" | 1,243 mk
|-
| align="center" | 4 || align="center" | -20% || align="center" | 1,404 mk
|-
| align="center" | 5 || align="center" | -25% || align="center" | 1,600 mk
|}
|- id = "Simplified Repairs"
| align="left" | [[File:Upgrade Simplified Repairs.png|45px]] '''Simplified Repairs'''
| align="left" | Decrease the skill level required to repair items.
| align="center" |-5%
| align="center" |5
| align="center" |10%
| align="center" |15%
| align="center" |1,500 mk
|-
| align="left" colspan=7 style="background:#040B0B;border-left:1px solid #040B0B;border-right:1px solid #040B0B;" |
{| class = "mw-collapsible mw-collapsed wikitable" style="width: 15%;
|+ Level values
! Level !! Effect !! Price
|-
| align="center" | 1 || align="center" | -5% || align="center" | 1,500 mk
|-
| align="center" | 2 || align="center" | -10% || align="center" | 1,665 mk
|-
| align="center" | 3 || align="center" | -15% || align="center" | 1,864 mk
|-
| align="center" | 4 || align="center" | -20% || align="center" | 2,106 mk
|-
| align="center" | 5 || align="center" | -25% || align="center" | 2,400 mk
|}
|}


==Maintenance==
Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. Sub '''Maintenance''' can be done manually by anyone, preferably individuals skilled in those aspects, mainly Mechanics.
Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. Sub '''Maintenance''' can be done manually by anyone, preferably individuals skilled in those aspects, mainly Mechanics.


Line 1,087: Line 440:
However, things like shuttles (drones) that come with certain subs can't be recovered manually if they get destroyed or the crew happens to lose them along the way. The only way to retrieve the lost shuttle is to replace it for a new one in Maintenance.
However, things like shuttles (drones) that come with certain subs can't be recovered manually if they get destroyed or the crew happens to lose them along the way. The only way to retrieve the lost shuttle is to replace it for a new one in Maintenance.


There are 2 types of services in Maintenance: Repair and Replace. The repair service is available for purchase once per visit to an Outpost. The replace service is only available for subs with built-in shuttles that have lost said shuttles and also only purchasable once per visit to an Outpost.
There are 2 types of services in Maintenance: Repair and Replace. The repair service is available for purchase once per visit to an Outpost. The repair cost depends on the amount of damage to walls/devices. The cost to repair walls and items is capped at 600 and 2,000 marks respectively. The replace service is only available for subs with built-in shuttles that have lost said shuttles and also only purchasable once per visit to an Outpost.
 
The price of the services is shown below at 0 RP and maximum cost.


The price of the services is shown below at 0 RP.
{| class="wikitable sortable" style="width: 22%;"
{| class="wikitable sortable" style="width: 22%;"
! rowspan="1" | Service   
! rowspan="1" | Service   
Line 1,096: Line 450:
|- id = "Repair All Walls"
|- id = "Repair All Walls"
| align="left" |[[File:Maintenance Repair All Walls.png|60px]] '''Repair All Walls'''
| align="left" |[[File:Maintenance Repair All Walls.png|60px]] '''Repair All Walls'''
| align="center" |500 mk
| align="center" |600 mk
|- id = "Repair All Items"
|- id = "Repair All Items"
| align="left" |[[File:Maintenance Repair All Items.png|60px]] '''Repair All Items'''
| align="left" |[[File:Maintenance Repair All Items.png|60px]] '''Repair All Items'''
| align="center" |500 mk
| align="center" |2,000 mk
|- id = "Replace Lost Shuttles"
|- id = "Replace Lost Shuttles"
| align="left" |[[File:Maintenance Replace Lost Shuttles.png|60px]] '''Replace Lost Shuttles'''
| align="left" |[[File:Maintenance Replace Lost Shuttles.png|60px]] '''Replace Lost Shuttles'''
| align="center" |1,000 mk
| align="center" |1,000 mk
|}
|}
{{Game Mechanics nav}}
[[Category:Campaign]]

Latest revision as of 17:13, 24 April 2024

Data is potentially outdated
Last updated for version 0.15.13.0
The current game version is 1.4.6.0
Notes: The sections "Submarines", "Improvement" and "Maintenance" still need to be updated.
See also: Campaign

The Shipyard introduces Submarine customization and progression, which is available in every Outpost.

Submarines

Main article: Submarines


The NPC in charge of selling Submarines wears a Boiler Suit with a submarine icon above them. Their station is the Maintenance bay, easily recognized from all the Submarine Blueprints hanging on the wall.

When interacting with them, an interface similar to the Outpost Terminal appears, showing all available subs for sale, with the fixed price and its class specified, along with the options to either Purchase or Purchase and Switch (This function is identical to the Switch option in the Outpost Terminal).

Improvement

Subs may have their hulls and systems upgraded in a variety of ways to improve durability and effectiveness. These are purchased from the Chief Mechanic at any station, who is usually in the station engineering section with the reactor and the oxygen generator. They can be seen wearing Outpost Dweller's Attire with an Upgrade icon above them.

The Chief Mechanic offers multiple Upgrades per Upgrade category to further improve them, but each additional Upgrade in the same category also costs more than the one before. Thus, more money buys more and nicer things. The Chief Mechanic also offers sub Maintenance services to ensure the safety of the crew on their next trip, provided they can afford such services.

When purchasing and switching to a new submarine, it will only be delivered and available for use once the crew leaves the Outpost. During this period, the Upgrade interface will become inaccessible as the Chief Mechanic isn't able to work on any of the crew's newly purchased subs until they have been delivered.

The pricing of their Upgrades and Maintenance services is dependent on the RP of the current Outpost, specifically 1 RP is equivalent to 0.5% of the price. Therefore, the maximum discount is 50% off at 100 RP, and at -80 RP they will charge 40% extra. Much like Store, the price gets higher beyond -80 RP as the entire Outpost hound for the crew's blood.

Upgrades

There are 13 item categories that can be upgraded, each with one or more upgrades and each upgrade having one or more levels. There are a total of 20 unique upgrades across all parts.
Upgrades can have differing maximum levels, base prices and price increase percentages. Additionally, added in 0.19.7.0, some upgrade levels will require a certain tier or class of submarine.

Purchased upgrade levels are kept when switching to a new submarine. When switching to a submarine using the "Transfer Items" option, all of the items inside the submarine (placed items such as Wiring Components, Small Planter Boxes, Portable Pumps and Makeshift Shelves have to be detached first) will be transferred over to the new submarine. Items will be sorted into containers using Autofill Tags, otherwise they will be dropped on the floor of the Cargo room.

Downgrading to a lower tier sub keeps the ownership of upgrade levels above the allowed maximum for that tier, but restricts the effects of those upgrades to the tier's maximum level.
For example, if a crew is currently using a tier 3 submarine and has the "Enhanced Battery Capacity" upgrade at level 3 (+60% Max Charge), they can switch to a tier 2 submarine, and will still own level 3 of that upgrade, but only have the effects of the level 2 upgrade (+40% Max Charge).
The same applies for switching submarine classes.

NOTE: Upgrade prices in the tables below are displayed at 0 RP.

Batteries

Enhanced Battery Capacity

ID: increasebatterycapacity

Increase maximum energy storage capacity.
Level Tier Max Charge Price
1 1 +20%  2,000 mk
2 2 +40%  3,333 mk
3 3 +60%  4,666 mk

Enhanced Battery Charging

ID: increasebatteryrechargespeed

Increase maximum recharge rate.
Level Tier Max Charge Rate Price
1 1 +10%  2,000 mk
2 2 +20%  3,333 mk
3 3 +30%  4,666 mk

Deconstructors

Quicker Deconstruction

ID: decreasedeconstructiontime

Items will be deconstructed faster. Power usage increased slightly.
Level Tier Deconstruction Speed Power Consumption Price
1 1 +30%  +5%  1,500 mk
2 2 +60%  +10%  2,500 mk
3 3 +90%  +15%  3,499 mk

Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Electrical Repairs

Enhanced Durability

ID: increasemaxcondition

Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.
Level Tier Max Condition Price
1 1 +20%  1,500 mk
2 2 +40%  2,500 mk
3 3 +60%  3,499 mk

Modular Repairs

ID: decreaselowskillfixduration

Decrease the amount of time and skill needed to repair equipment.
Level Tier Unskilled Repair Duration Required Skill Level Price
1 1 -10%  -10%  1,000 mk
2 2 -20%  -20%  1,666 mk
3 3 -30%  -30%  2,333 mk

Engines

Engine Power

ID: increaseenginemaxforce

Increase maximum speed.
Level Tier Max Force Price
1 1 +8%  2,500 mk
2 2 +16%  4,166 mk
3 3 +24%  5,833 mk

Note: "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Fabricators

Quicker Fabrication

ID: increasefabricationspeed

Decrease the time needed to fabricate items, but increase power usage.
Level Tier Fabrication Speed Power Consumption Price
1 1 +30%  +5%  2,000 mk
2 2 +60%  +10%  3,333 mk
3 3 +90%  +15%  4,666 mk

Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Hulls

Hull Reinforcements

ID: increasewallhealth

Increase submarine hull durability. Makes the walls less vulnerable to damage and allows the submarine to dive deeper without getting crushed by pressure.
Level Tier Max Wall Health Crush Depth Price
1 1 +20%  +15% (4025m) 2,000 mk
2 1 +40%  +30% (4550m) 3,333 mk
3 2 +60%  +45% (5075m) 4,666 mk
4 2 +80%  +60% (5600m) 6,000 mk
5 3 +100%  +75% (6125m) 7,333 mk
6 3 +120%  +90% (6650m) 8,666 mk

Note: Hull upgrades require resources in addition to Marks.
Level 1 and 2 upgrades require 5x Steel Bars each, level 3 and 4 require 5x Titanium-Aluminum Alloy each and level 5 and 6 require 5x Physicorium Bars each.

Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Junction Boxes

Enhanced Resistors

ID: increaseovervoltageresistance

Resist damage from excessive voltage. Decrease the probability of fires occurring.
Level Tier Fire Probability Overload Voltage Price
1 1 -10%  +10%  2,000 mk
2 2 -20%  +20%  3,333 mk
3 3 -30%  +30%  4,666 mk

Mechanical Repairs

Enhanced Durability

ID: increasemaxcondition

Increases the maximum condition of the item, making it deteriorate more slowly and withstand more damage.
Level Tier Max Condition Price
1 1 +20%  1,500 mk
2 2 +40%  2,500 mk
3 3 +60%  3,499 mk

Modular Repairs

ID: decreaselowskillfixduration

Decrease the amount of time and skill needed to repair equipment.
Level Tier Unskilled Repair Duration Required Skill Level Price
1 1 -10%  -10%  1,000 mk
2 2 -20%  -20%  1,666 mk
3 3 -30%  -30%  2,333 mk

Monitors

Mineral Scanner

ID: enablemineralscanner

Displays locations of minerals on Navigation Terminals and Sonar Monitors.
Level Mineral Scanner Price
1 Available for all terminals. 2000 mk

Note: Only "Scout" and "Transport" class submarines can recieve this upgrade.

Pumps

Efficient Pumps

ID: increasemaxpumpflow

Increase the speed at which water is pumped in or out of the sub. Decreases pumps' power consumption.
Level Tier Max Flow Rate Power Consumption Price
1 1 +10%  -5%  3,000 mk
2 2 +20%  -10%  5,000 mk
3 3 +30%  -15%  6,999 mk

Reactors

Reactor Efficiency

ID: increasereactoroutput

Increase reactor power output.
Level Tier Max Power Output Price
1 1 +3%  2,000 mk
2 2 +6%  3,333 mk
3 3 +9%  4,666 mk

Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

  • Stacks multiplicatively with Buzzin'.

Upgraded Cooling Rods

ID: decreasefuelconsumption

Decrease fuel consumption rate. Increase the time reactors can stay at critical temperature before meltdown.
Level Tier Max Fuel Consumption Rate Meltdown Delay Price
1 1 -20%  +20%  2,000 mk
2 2 -40%  +40%  3,333 mk
3 3 -60%  +60%  4,666 mk

Note: "Transport" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Supercapacitors

Enhanced Supercapacitor Capacity

ID: increasesupercapacitorcapacity

Increase maximum energy storage capacity.
Level Tier Max Charge Price
1 1 +10%  2,000 mk
2 2 +20%  3,333 mk
3 3 +30%  4,666 mk

Enhanced Supercapacitor Charging

ID: increasesupercapacitorrechargespeed

Increase maximum recharge rate.
Level Tier Max Charge Rate Price
1 1 +10%  2,000 mk
2 2 +20%  3,333 mk
3 3 +30%  4,666 mk

Weapons

Energy Efficiency

ID: turretdecreasepowerconsumption

Reduce power consumption.
Level Tier Power Consumption Price
1 1 -8%  1,500 mk
2 2 -16%  2,500 mk
3 3 -24%  3,499 mk

Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Enhanced Periscopes

ID: turretincreaseoffsetonselected

Increase the view range of all weapons.
Level Tier View Distance Light Range Price
1 1 +4%  +16%  2,000 mk
2 2 +8%  +32%  3,333 mk
3 3 +12%  +48%  4,666 mk

Note: "Attack" and "Scout" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Quicker Guns

ID: turretincreaserotationlowskill

Increase the rotation rate of all guns when operated by insufficiently skilled crew.
Level Tier Unskilled Rotation Speed Price
1 1 +20%  1,500 mk
2 2 +40%  2,500 mk
3 3 +60%  3,499 mk

Note: "Attack" class submarines can gain 1 additional level of this upgrade before needing to switch tiers.

Weapon Customization

Turrets can be swapped out for other turrets. Large/small turrets cannot be interchanged.

Small Turrets Large Turrets
Turret Hardpoint
Large Turret Hardpoint
Coilgun
Double Coilgun
Chaingun
Flak Cannon
Pulse Laser
Railgun

Maintenance

Main article: Maintenance


Keeping the sub and its installations in good condition is crucial for the crew's survival when traversing the Europa's ocean. Sub Maintenance can be done manually by anyone, preferably individuals skilled in those aspects, mainly Mechanics.

Manually repairing things can be a tedious and difficult task depending on the structure of a sub and the current state of a sub. The quickest way to maintain a sub is to just stop by an Outpost, spend money in Maintenance services, and get everything repaired automatically instead.

However, things like shuttles (drones) that come with certain subs can't be recovered manually if they get destroyed or the crew happens to lose them along the way. The only way to retrieve the lost shuttle is to replace it for a new one in Maintenance.

There are 2 types of services in Maintenance: Repair and Replace. The repair service is available for purchase once per visit to an Outpost. The repair cost depends on the amount of damage to walls/devices. The cost to repair walls and items is capped at 600 and 2,000 marks respectively. The replace service is only available for subs with built-in shuttles that have lost said shuttles and also only purchasable once per visit to an Outpost.

The price of the services is shown below at 0 RP and maximum cost.

Service Price
Repair All Walls 600 mk
Repair All Items 2,000 mk
Replace Lost Shuttles 1,000 mk
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