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The Colony ship is designed to move massive amounts of people and commodities between colonies, and is one of the few ships that has the ability of personnel transport. Slightly smaller than the Engineer but with the same amount of hold space, significantly faster sublight speed, faster recharge rate and a bay for one spacecraft, the Colony ship is singular in its purpose and it performs it well.

Availability: Civilian Guild

Tier: 3

Shield: 500 ZWs

Hull: 400 GPa

Power: 7.1 ZWs

Speed: 0.20 LY/m

FTL Range: 10 LYs

FTL Charge Time: 10 minutes

Maximum Fuel: 400.0 LYs

Hold: 5,000 Mgs

Customisable Rooms: 4

Bays: 1

Can Land: Yes

Ship Docking: No

Length: 770 m

Width: 304 m

Decks: 14

Cost: 1,000,000 credits

Skill Requirement: Transport Craft 5.

Crew Requirement: 4

Guild Requirement: None.

Passive Perk: Mass Biostasis
The ship features mass biostasis allowing for colonists to be placed in stasis for long journeys and awoken in a new colony.

Transport Role

When docked with a transport ship your crew can use rooms onboard the transport ship and at a higher rate.

Starter Cards

[REACTIVE] Trained Sensors: Nullifies cannon attacks of any damage type targeted at [SELF] 1 time for 1 turn.

[DEFENCE] Group Effort: Modifies the following statistics instantly for [SELF]: Hull: +2 GPa. Internal Systems: +1%. Engines: +1%. Light Drive: +1%. Defences: +1%.

[SPECIAL] Manual Reload: Reloads a random weapon instantly.

Flight Time Units

As you use a ship for its intended purpose you will accumulate flight time units (FTUs) which can viewed in the tactical window. Once the FTUs reach 100% you will be awarded an upgraded version of the ship (if one is available), parked at a specified location.

The progression path for this ship is: Colony Enhanced Colony


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