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Research
Here are the following technologies to research:
- Combat
- Defense
- Ship designs
- Planetary Improvements
- Propulsion
- Electronics
Each of them has 10 levels. Each level can have multiple sub level. At least half(Rounded down) of each level must be studied before moving to next level. Sublevels can be research only from current level. There can be also rare technology which are acquired via special means. Usually by exploring the space anomalies. Once rare tech is founded it is possible to gain next level also by doing regular research.
- Laser Mk1 Cost: 6 Metal: 3 Energy: 1 Damage: 1 Range: 1 Hit: 100%, 50% penetrates armor
Short range weapon with perfect accuracy. Beam weapon has 5% bigger critical chance.
- Railgun Mk1 Cost: 4 Metal: 4 Energy: 1 Damage: 1 Range: 2 Hit: 75%, 50% penetrates shields
Medium range weapon.
- Photon torpedo Mk1 Cost: 6 Metal: 4 Energy: 1 Damage: 1 Range: 2 Hit: 75%, 50% penetrates armor
Medium range weapon.
- Chaingun Mk1 Cost: 3 Metal: 3 Damage: 1 Range: 1 Hit: 60%, 50% penetrates shields
Short range weapon.
- Laser Mk2 Cost: 6 Metal: 3 Energy: 1 Damage: 2 Range: 1 Hit: 100%, 50% penetrates armor
Short range weapon with perfect accuracy. Beam weapon has 5% bigger critical chance.
- Railgun Mk2 Cost: 4 Metal: 4 Energy: 1 Damage: 2 Range: 2 Hit: 75%, 50% penetrates shields
Medium range weapon.
- Photon torpedo Mk2 Cost: 6 Metal: 4 Energy: 1 Damage: 2 Range: 2 Hit: 75%, 50% penetrates armor
Medium range weapon.
- Planetary invasion module Cost: 6 Metal: 8 Energy: 1 Troop combat: 50%
Component for ground combat attacks. Remember take population act as attacking force.
- Chaingun Mk2 Cost: 4 Metal: 4 Damage: 2 Range: 1 Hit: 60%, 50% penetrates shields
Short range weapon.
- Laser Mk3 Cost: 6 Metal: 3 Energy: 2 Damage: 3 Range: 1 Hit: 100%, 50% penetrates armor
Short range weapon with perfect accuracy. Beam weapon has 5% bigger critical chance.
- Railgun Mk3 Cost: 4 Metal: 4 Energy: 2 Damage: 3 Range: 2 Hit: 75%, 50% penetrates shields
Medium range weapon.
- Photon torpedo Mk3 Cost: 6 Metal: 4 Energy: 2 Damage: 3 Range: 2 Hit: 75%, 50% penetrates armor
Medium range weapon.
- ECM torpedo Mk1 Cost: 8 Metal: 2 Shield damage: 3 Range: 4 Hit: 50%, damages only shields
ECM torpedo only work against shields.
- HE Missile Mk1 Cost: 3 Metal: 6 Damage: 3 Range: 3 Hit: 50%, 50% penetrates shields
Long range weapon with poor accuracy.
- Orbital bombs Mk1 Cost: 6 Metal: 3 Orbital bombs: 40% hit chance
Conventional bombs which do not cause diplomatic issues.
- Chaingun Mk3 Cost: 4 Metal: 4 Damage: 3 Range: 1 Hit: 60%, 50% penetrates shields
Short range weapon.
- Laser Mk4 Cost: 7 Metal: 3 Energy: 2 Damage: 4 Range: 1 Hit: 100%, 50% penetrates armor
Short range weapon with perfect accuracy. Beam weapon has 5% bigger critical chance.
- Railgun Mk4 Cost: 4 Metal: 5 Energy: 2 Damage: 4 Range: 2 Hit: 75%, 50% penetrates shields
Medium range weapon.
- Photon torpedo Mk4 Cost: 7 Metal: 4 Energy: 2 Damage: 4 Range: 2 Hit: 75%, 50% penetrates armor
Medium range weapon.
- ECM torpedo Mk2 Cost: 9 Metal: 2 Shield damage: 4 Range: 4 Hit: 50%, damages only shields
ECM torpedo only work against shields.
- HE Missile Mk2 Cost: 3 Metal: 7 Damage: 4 Range: 3 Hit: 50%, 50% penetrates shields
Long range weapon with poor accuracy.
- Orbital nuke Cost: 8 Metal: 8 Orbital Nuke Kill ratio: 20% Buildings destroyed: 20%
Nuclear weapon which can cause diplomatic issues and increase planet's radiation.
- Chaingun Mk4 Cost: 4 Metal: 4 Damage: 4 Range: 1 Hit: 60%, 50% penetrates shields
Short range weapon.
- Laser Mk5 Cost: 8 Metal: 3 Energy: 2 Damage: 5 Range: 1 Hit: 100%, 50% penetrates armor
Short range weapon with perfect accuracy. Beam weapon has 5% bigger critical chance.
- Railgun Mk5 Cost: 5 Metal: 5 Energy: 2 Damage: 5 Range: 2 Hit: 75%, 50% penetrates shields
Medium range weapon.
- Photon torpedo Mk5 Cost: 8 Metal: 4 Energy: 2 Damage: 5 Range: 2 Hit: 75%, 50% penetrates armor
Medium range weapon.
- ECM torpedo Mk3 Cost: 9 Metal: 3 Shield damage: 5 Range: 4 Hit: 50%, damages only shields
ECM torpedo only work against shields.
- HE Missile Mk3 Cost: 3 Metal: 8 Damage: 5 Range: 3 Hit: 50%, 50% penetrates shields
Long range weapon with poor accuracy.
- Orbital bombs Mk2 Cost: 8 Metal: 4 Orbital bombs: 75% hit chance
Conventional bombs which do not cause diplomatic issues.
- Autocannon Mk1 Cost: 5 Metal: 4 Damage: 5 Range: 1 Hit: 75%, 50% penetrates shields
Short range weapon.
- Phasors Mk1 Cost: 8 Metal: 3 Energy: 3 Damage: 6 Range: 2 Hit: 100%, 50% penetrates armor
Short range weapon with perfect accuracy. Beam weapon has 5% bigger critical chance.
- Massdrive Mk1 Cost: 5 Metal: 5 Energy: 3 Damage: 6 Range: 3 Hit: 75%, 50% penetrates shields
Medium range weapon.
- Photon torpedo Mk6 Cost: 8 Metal: 4 Energy: 3 Damage: 6 Range: 3 Hit: 75%, 50% penetrates armor
Medium range weapon.
- ECM torpedo Mk4 Cost: 10 Metal: 3 Shield damage: 6 Range: 5 Hit: 50%, damages only shields
ECM torpedo only work against shields.
- HE Missile Mk4 Cost: 4 Metal: 8 Damage: 6 Range: 4 Hit: 50%, 50% penetrates shields
Long range weapon with poor accuracy.
- Orbital fusion bomb Cost: 9 Metal: 9 Orbital Nuke Kill ratio: 50% Buildings destroyed: 50%
Nuclear weapon which can cause diplomatic issues and increase planet's radiation.
- Autocannon Mk2 Cost: 5 Metal: 4 Damage: 6 Range: 1 Hit: 75%, 50% penetrates shields
Short range weapon.
- Phasors Mk2 Cost: 9 Metal: 3 Energy: 3 Damage: 7 Range: 2 Hit: 100%, 50% penetrates armor
Short range weapon with perfect accuracy. Beam weapon has 5% bigger critical chance.
- Massdrive Mk2 Cost: 6 Metal: 6 Energy: 3 Damage: 7 Range: 3 Hit: 75%, 50% penetrates shields
Medium range weapon.
- Photon torpedo Mk7 Cost: 9 Metal: 4 Energy: 3 Damage: 7 Range: 3 Hit: 75%, 50% penetrates armor
Medium range weapon.
- ECM torpedo Mk5 Cost: 11 Metal: 3 Shield damage: 7 Range: 5 Hit: 50%, damages only shields
ECM torpedo only work against shields.
- HE Missile Mk5 Cost: 4 Metal: 9 Damage: 7 Range: 4 Hit: 50%, 50% penetrates shields
Long range weapon with poor accuracy.
- Shock trooper module Cost: 6 Metal: 8 Energy: 1 Troop combat: 90%
Component for ground combat attacks. Remember take population act as attacking force.
- Orbital antimatter bomb Cost: 11 Metal: 11 Orbital Nuke Kill ratio: 100% Buildings destroyed: 80%
Nuclear weapon which can cause diplomatic issues and increase planet's radiation.
- Autocannon Mk3 Cost: 5 Metal: 4 Damage: 7 Range: 1 Hit: 75%, 50% penetrates shields
Short range weapon.
- Phasors Mk3 Cost: 10 Metal: 3 Energy: 3 Damage: 8 Range: 2 Hit: 100%, 50% penetrates armor
Short range weapon with perfect accuracy. Beam weapon has 5% bigger critical chance.
- Massdrive Mk3 Cost: 7 Metal: 7 Energy: 3 Damage: 8 Range: 3 Hit: 75%, 50% penetrates shields
Medium range weapon.
- Photon torpedo Mk8 Cost: 10 Metal: 4 Energy: 3 Damage: 8 Range: 3 Hit: 75%, 50% penetrates armor
Medium range weapon.
- ECM torpedo Mk6 Cost: 12 Metal: 3 Shield damage: 8 Range: 5 Hit: 50%, damages only shields
ECM torpedo only work against shields.
- HE Missile Mk6 Cost: 4 Metal: 10 Damage: 8 Range: 4 Hit: 50%, 50% penetrates shields
Long range weapon with poor accuracy.
- Orbital smart bombs Cost: 12 Metal: 4 Orbital bombs: 90% hit chance
Conventional bombs which do not cause diplomatic issues.
- Callisto multicannon Mk1 Cost: 3 Metal: 4 Damage: 8 Range: 1 Hit: 90%, 50% penetrates shields
Short range weapon.
- Antimatter beam Mk1 Cost: 12 Metal: 6 Energy: 4 Damage: 9 Range: 3 Hit: 100%, 50% penetrates armor
Short range weapon with perfect accuracy. Beam weapon has 5% bigger critical chance.
- Massdrive Mk4 Cost: 8 Metal: 8 Energy: 4 Damage: 9 Range: 4 Hit: 75%, 50% penetrates shields
Medium range weapon.
- Photon torpedo Mk9 Cost: 11 Metal: 4 Energy: 4 Damage: 9 Range: 4 Hit: 75%, 50% penetrates armor
Medium range weapon.
- ECM torpedo Mk7 Cost: 12 Metal: 4 Shield damage: 9 Range: 6 Hit: 50%, damages only shields
ECM torpedo only work against shields.
- HE Missile Mk7 Cost: 4 Metal: 11 Damage: 9 Range: 5 Hit: 50%, 50% penetrates shields
Long range weapon with poor accuracy.
- Orbital neutron bomb Cost: 13 Metal: 13 Orbital Nuke Kill ratio: 100% Buildings destroyed: 50%
Nuclear weapon which can cause diplomatic issues and increase planet's radiation.
- Callisto multicannon Mk2 Cost: 4 Metal: 4 Damage: 9 Range: 1 Hit: 90%, 50% penetrates shields
Short range weapon.
- Antimatter beam Mk2 Cost: 13 Metal: 7 Energy: 4 Damage: 10 Range: 3 Hit: 100%, 50% penetrates armor
Short range weapon with perfect accuracy. Beam weapon has 5% bigger critical chance.
- Massdrive Mk5 Cost: 9 Metal: 9 Energy: 4 Damage: 10 Range: 4 Hit: 75%, 50% penetrates shields
Medium range weapon.
- Photon torpedo Mk10 Cost: 12 Metal: 5 Energy: 4 Damage: 10 Range: 4 Hit: 75%, 50% penetrates armor
Medium range weapon.
- ECM torpedo Mk8 Cost: 13 Metal: 4 Shield damage: 10 Range: 6 Hit: 50%, damages only shields
ECM torpedo only work against shields.
- HE Missile Mk8 Cost: 5 Metal: 12 Damage: 10 Range: 5 Hit: 50%, 50% penetrates shields
Long range weapon with poor accuracy.
- Callisto multicannon Mk3 Cost: 5 Metal: 4 Damage: 10 Range: 1 Hit: 90%, 50% penetrates shields
Short range weapon.
- Shield Mk1 Cost: 5 Metal: 1 Energy: 1 Shield value: 1
Shield protects ship's hull from impacts. Shield can be overload to regenerate faster.
- Armor plating Mk1 Cost: 2 Metal: 4 Armor value: 1
Armor protects ship's hull from impacts.
- Shield Mk2 Cost: 7 Metal: 1 Energy: 1 Shield value: 2
Shield protects ship's hull from impacts. Shield can be overload to regenerate faster.
- Armor plating Mk2 Cost: 3 Metal: 6 Armor value: 2
Armor protects ship's hull from impacts.
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Planetary defense turret Mk1 Big and powerful defense turret. Cost: Prod.:20 Metal:20 Happiness: +1 Damage: 3
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Orbital elevator Mk1 - one per planet Orbital elevator that increases production and give happiness. Cost: Prod.:20 Metal:20 Prod.: +1 Happiness: +1
- Shield Mk3 Cost: 8 Metal: 1 Energy: 2 Shield value: 3
Shield protects ship's hull from impacts. Shield can be overload to regenerate faster.
- Armor plating Mk3 Cost: 3 Metal: 7 Armor value: 3
Armor protects ship's hull from impacts.
- Jammer Mk1 Cost: 3 Metal: 1 Energy: 1 Jammer: -5%
Makes ship to harder to hit.
- Command outpost Cost: 20 Metal: 10 Energy: 2 Fleet capacity bonus: 1
Star base component gives bonus when star base is being deployed.
- Shield Mk4 Cost: 8 Metal: 2 Energy: 2 Shield value: 4
Shield protects ship's hull from impacts. Shield can be overload to regenerate faster.
- Armor plating Mk4 Cost: 4 Metal: 7 Armor value: 4
Armor protects ship's hull from impacts.
- Shield generator Mk1 Cost: 6 Metal: 1 Energy: 1 Shield generator: 1
Regenerates shields once per turn.
- Desert colonization Improves planet suitability.
- Shield Mk5 Cost: 9 Metal: 2 Energy: 2 Shield value: 5
Shield protects ship's hull from impacts. Shield can be overload to regenerate faster.
- Armor plating Mk5 Cost: 4 Metal: 8 Armor value: 5
Armor protects ship's hull from impacts.
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Planetary defense turret Mk2 Huge defense turret. Cost: Prod.:50 Metal:50 Happiness: +1 Damage: 6
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Jammer Mk2 Cost: 4 Metal: 1 Energy: 1 Jammer: -10%
Makes ship to harder to hit.
- Orbital elevator Mk2 - one per planet Orbital elevator that increases production and give happiness. Plus makes a bit credit for builder. Cost: Prod.:30 Metal:30 Prod.: +1 Cred.: +1 Happiness: +1
- Shield Mk6 Cost: 10 Metal: 2 Energy: 3 Shield value: 6
Shield protects ship's hull from impacts. Shield can be overload to regenerate faster.
- Armor plating Mk6 Cost: 4 Metal: 9 Armor value: 6
Armor protects ship's hull from impacts.
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Space academy - one per planet Increases training of military personels for space ships. Recruited leaders start at level 2. Cost: Prod.:30 Metal:20 Mainte.: 0.25 Happiness: +1 Fleet capacity: +2 Battle: +25%
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Volcanic colonization Improves planet suitability.
- Shield Mk7 Cost: 11 Metal: 2 Energy: 3 Shield value: 7
Shield protects ship's hull from impacts. Shield can be overload to regenerate faster.
- Armor plating Mk7 Cost: 4 Metal: 10 Armor value: 7
Armor protects ship's hull from impacts.
- Jammer Mk3 Cost: 4 Metal: 1 Energy: 1 Jammer: -15%
Makes ship to harder to hit.
- Command center Cost: 30 Metal: 15 Energy: 2 Fleet capacity bonus: 2
Star base component gives bonus when star base is being deployed.
- Shield Mk8 Cost: 11 Metal: 3 Energy: 3 Shield value: 8
Shield protects ship's hull from impacts. Shield can be overload to regenerate faster.
- Armor plating Mk8 Cost: 5 Metal: 11 Armor value: 8
Armor protects ship's hull from impacts.
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Planetary defense turret Mk3 Biggest and meanest defense turret. Cost: Prod.:70 Metal:70 Happiness: +1 Damage: 9
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Orbital elevator Mk3 - one per planet Orbital elevator that increases production and give happiness. Now with bigger elevator. Cost: Prod.:40 Metal:40 Prod.: +2 Cred.: +1 Happiness: +1
- Shield Mk9 Cost: 10 Metal: 2 Energy: 3 Shield value: 9
Shield protects ship's hull from impacts. Shield can be overload to regenerate faster.
- Armor plating Mk9 Cost: 5 Metal: 13 Armor value: 9
Armor protects ship's hull from impacts.
- Shield generator Mk2 Cost: 8 Metal: 2 Energy: 1 Shield generator: 2
Regenerates shields once per turn.
- Orbital shield - one per planet Orbital shield that blocks bombs. Cost: Prod.:100 Metal:180 Happiness: +1
- Shield Mk10 Cost: 11 Metal: 3 Energy: 3 Shield value: 10
Shield protects ship's hull from impacts. Shield can be overload to regenerate faster.
- Armor plating Mk10 Cost: 6 Metal: 15 Armor value: 10
Armor protects ship's hull from impacts.
- Jammer Mk4 Cost: 5 Metal: 1 Energy: 1 Jammer: -20%
Makes ship to harder to hit.
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Scout Mk1 Cost: 5 Metal: 5 Slots:4 Hull:4 Size:Small Fleet capacity: 0.1 Normal, All weapons allowed. No cargo.
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Destroyer Mk1 Cost: 6 Metal: 8 Slots:6 Hull:6 Size:Medium Fleet capacity: 0.2 Normal, All weapons allowed. No cargo.
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Colonization module Cost: 2 Metal: 4 Energy: 1 Colonization module can used to colonize new planets. Remember move population to colony ship before leaving to colony mission.
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Colony Cost: 4 Metal: 6 Slots:4 Hull:4 Size:Medium Fleet capacity: 0.0 Freighter, no weapons allowed. Cargo ship
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Minor orbital Cost: 3 Metal: 3 Slots:3 Hull:3 Size:Small Fleet capacity: 0.0 Orbital, No engine, starbase components
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Probe Cost: 2 Metal: 2 Slots:4 Hull:4 Size:Small Fleet capacity: 0.0 Probe, no weapons allowed. FTL speed faster.
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Small freighter Cost: 4 Metal: 6 Slots:6 Hull:6 Size:Medium Fleet capacity: 0.0 Freighter, no weapons allowed. Cargo ship
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Small starbase Mk1 Cost: 6 Metal: 6 Slots:6 Hull:6 Size:Small Fleet capacity: 0.0 Starbase, Starbase components
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Small orbital Cost: 4 Metal: 4 Slots:4 Hull:4 Size:Small Fleet capacity: 0.0 Orbital, No engine, starbase components
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Destroyer Mk2 Cost: 6 Metal: 10 Slots:6 Hull:12 Size:Medium Fleet capacity: 0.2 Normal, All weapons allowed. No cargo.
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Corvette Mk1 Cost: 5 Metal: 6 Slots:5 Hull:5 Size:Small Fleet capacity: 0.15 Normal, All weapons allowed. No cargo.
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Small starbase Mk2 Cost: 6 Metal: 8 Slots:6 Hull:12 Size:Small Fleet capacity: 0.0 Starbase, Starbase components
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Advanced colonization Improves planet suitability.
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Medium freighter Cost: 6 Metal: 12 Slots:8 Hull:8 Size:Large Fleet capacity: 0.0 Freighter, no weapons allowed. Cargo ship
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Medium starbase Cost: 8 Metal: 10 Slots:8 Hull:16 Size:Medium Fleet capacity: 0.0 Starbase, Starbase components
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Scout Mk2 Cost: 4 Metal: 8 Slots:4 Hull:8 Size:Small Fleet capacity: 0.1 Normal, All weapons allowed. No cargo.
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Fighter bay Mk1 Cost: 2 Metal: 5 Energy: 1 Bay size: 1
Fighter bays allows loading small and medium ships into ship. This allows smaller ship to have better combat speed from nuclear drives and carrier ship can have faster FTL drive.
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Medium orbital Cost: 4 Metal: 6 Slots:6 Hull:12 Size:Medium Fleet capacity: 0.0 Orbital, No engine, starbase components
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Probe Mk2 Cost: 3 Metal: 2 Slots:4 Hull:4 Size:Small Fleet capacity: 0.0 Probe, no weapons allowed. Faster regular and FTL speed.
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Cruiser Cost: 8 Metal: 14 Slots:8 Hull:16 Size:Large Fleet capacity: 0.4 Normal, All weapons allowed. No cargo.
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Battleship Mk1 Cost: 20 Metal: 20 Slots:10 Hull:20 Size:Huge Fleet capacity: 0.6 Normal, All weapons allowed. No cargo.
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Privateer Module Cost: 6 Metal: 4 Energy: 1
Privateer module allows stealing valueables from cargo ships.
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Privateer Mk1 Cost: 8 Metal: 8 Slots:6 Hull:12 Size:Medium Fleet capacity: 0.15 Privateer, Weapons, cargo and privateering.
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Fighter bay Mk2 Cost: 2 Metal: 5 Energy: 1 Bay size: 2
Fighter bays allows loading small and medium ships into ship. This allows smaller ship to have better combat speed from nuclear drives and carrier ship can have faster FTL drive.
- Large orbital Cost: 8 Metal: 12 Slots:10 Hull:30 Size:Large Fleet capacity: 0.0 Orbital, No engine, starbase components
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Large freighter Cost: 12 Metal: 20 Slots:10 Hull:20 Size:Huge Fleet capacity: 0.0 Freighter, no weapons allowed. Cargo ship
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Large starbase Cost: 15 Metal: 15 Slots:10 Hull:30 Size:Large Fleet capacity: 0.0 Starbase, Starbase components
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Corvette Mk2 Cost: 6 Metal: 8 Slots:5 Hull:10 Size:Small Fleet capacity: 0.15 Normal, All weapons allowed. No cargo.
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Artificial planet Cost: 200 Metal: 300 Slots:10 Hull:40 Size:Huge Fleet capacity: 0.0 Starbase, Starbase components
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Massive orbital Cost: 16 Metal: 24 Slots:12 Hull:48 Size:Huge Fleet capacity: 0.0 Orbital, No engine, starbase components
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Probe Mk3 Cost: 4 Metal: 4 Slots:5 Hull:5 Size:Small Fleet capacity: 0.0 Probe, no weapons allowed. Faster regular and FTL speed.
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Battle cruiser Mk1 Cost: 12 Metal: 12 Slots:9 Hull:18 Size:Large Fleet capacity: 0.5 Normal, All weapons allowed. No cargo.
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Privateer Module Cost: 6 Metal: 4 Energy: 1
Privateer module allows stealing valueables from cargo ships.
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Privateer Mk2 Cost: 12 Metal: 14 Slots:8 Hull:16 Size:Large Fleet capacity: 0.3 Privateer, Weapons, cargo and privateering.
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Scout Mk3 Cost: 8 Metal: 10 Slots:4 Hull:12 Size:Small Fleet capacity: 0.1 Normal, All weapons allowed. No cargo.
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Fighter bay Mk3 Cost: 2 Metal: 6 Energy: 1 Bay size: 3
Fighter bays allows loading small and medium ships into ship. This allows smaller ship to have better combat speed from nuclear drives and carrier ship can have faster FTL drive.
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Massive freighter Cost: 14 Metal: 25 Slots:12 Hull:24 Size:Huge Fleet capacity: 0.0 Freighter, no weapons allowed. Cargo ship
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Massive starbase Cost: 25 Metal: 25 Slots:12 Hull:48 Size:Huge Fleet capacity: 0.0 Starbase, Starbase components
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Destroyer Mk3 Cost: 10 Metal: 10 Slots:6 Hull:18 Size:Medium Fleet capacity: 0.2 Normal, All weapons allowed. No cargo.
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Corvette Mk3 Cost: 9 Metal: 10 Slots:5 Hull:15 Size:Small Fleet capacity: 0.15 Normal, All weapons allowed. No cargo.
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Battleship Mk2 Cost: 20 Metal: 25 Slots:10 Hull:30 Size:Huge Fleet capacity: 0.6 Normal, All weapons allowed. No cargo.
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Privateer Module Cost: 6 Metal: 4 Energy: 1
Privateer module allows stealing valueables from cargo ships.
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Privateer Mk3 Cost: 15 Metal: 18 Slots:8 Hull:24 Size:Large Fleet capacity: 0.5 Privateer, Weapons, cargo and privateering.
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Battle cruiser Mk2 Cost: 18 Metal: 18 Slots:9 Hull:27 Size:Large Fleet capacity: 0.8 Normal, All weapons allowed. No cargo.
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Scout Mk4 Cost: 9 Metal: 10 Slots:4 Hull:16 Size:Small Fleet capacity: 0.1 Normal, All weapons allowed. No cargo.
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Fighter bay Mk4 Cost: 3 Metal: 7 Energy: 1 Bay size: 4
Fighter bays allows loading small and medium ships into ship. This allows smaller ship to have better combat speed from nuclear drives and carrier ship can have faster FTL drive.
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Capital ship Cost: 30 Metal: 30 Slots:10 Hull:40 Size:Huge Fleet capacity: 1.0 Normal, All weapons allowed. No cargo.
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Destroyer Mk4 Cost: 12 Metal: 12 Slots:6 Hull:24 Size:Medium Fleet capacity: 0.3 Normal, All weapons allowed. No cargo.
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Corvette Mk4 Cost: 10 Metal: 10 Slots:5 Hull:20 Size:Small Fleet capacity: 0.5 Normal, All weapons allowed. No cargo.
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Basic lab Basic laboratory for science. Cost: Prod.:12 Metal:4 Resea.: +1
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Barracks - one per planet Population fights better against invaders. Recruited leaders start with 50 experience. Cost: Prod.:20 Metal:20 Mainte.: 0.33 Happiness: +1 Fleet capacity: +1 Battle: +50%
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Tax center - one per planet Makes population to pay taxes. Cost: Prod.:15 Metal:5 Cred.: +1
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Advanced farm Advanced automation farm. Cost: Prod.:20 Metal:8 Mainte.: 0.25 Food: +2
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Advanced mine Advanced mine with robotic miners. Cost: Prod.:20 Metal:12 Mainte.: 0.25 Mine: +2
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Advanced factory Advanced production line with robotics. Cost: Prod.:30 Metal:10 Mainte.: 0.25 Prod.: +2
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Starbase music hall Cost: 18 Metal: 4 Energy: 2 Culture bonus: 1
Star base component gives bonus when star base is being deployed.
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Cyber lab - one per planet Cyber laboratory for research. Gives morale boost for population. Cost: Prod.:15 Metal:10 Resea.: +1 Happiness: +1
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Advanced furnace - one per planet Advanced furnace produces metal and production. Cost: Prod.:20 Metal:20 Mine: +1 Prod.: +1
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Advanced laboratory Fully equiped science laboratory. Cost: Prod.:24 Metal:8 Mainte.: 0.25 Resea.: +2
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Market center - one per planet Market center has all sort of goods to sell. Cost: Prod.:12 Metal:6 Cred.: +1
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Culture center - one per planet Music, Arts, poetry, movies and video games. Cost: Prod.:18 Metal:4 Mainte.: 0.25 Cult.: +1
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Starbase market Cost: 12 Metal: 6 Energy: 2 Credit bonus: 1
Star base component gives bonus when star base is being deployed.
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Trade center - one per planet Massive trade center for selling goods. Cost: Prod.:24 Metal:12 Cred.: +2
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Extreme sports center - one per planet Violent sports is a culture too. Violet sports fans get very angry if they are going miss next match due invasion. Cost: Prod.:30 Metal:22 Mainte.: 0.5 Cult.: +2 Happiness: +1 Battle: +15%
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Recycle center - one per planet When destroying buildings or ships 50% metal is recycled. Cost: Prod.:15 Metal:5 Mainte.: 1.0 Recycle: +50%
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Starbase lab Cost: 12 Metal: 4 Energy: 2 Research bonus: 1
Star base component gives bonus when star base is being deployed.
- Swamp colonization Improves planet suitability.
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Farming center - one per planet Group of automated farms. Cost: Prod.:30 Metal:20 Mainte.: 0.25 Food: +3
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Mining center - one per planet Group of automated mines. Cost: Prod.:30 Metal:24 Mainte.: 0.25 Mine: +3
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Manufacturing center - one per planet Group of automated factories. Cost: Prod.:40 Metal:20 Mainte.: 0.25 Prod.: +3
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Radiation dampener - one per planet Decrease planet radiation by one. Cost: Prod.:20 Metal:20 Mainte.: 1.0 Happiness: +1
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Galactic sports center - one per planet Galactic Olympics stadium where best atheletes compete each others. Building Galactic Olympics stadium has possible diplomacy bonuses towards other realms. Cost: Prod.:40 Metal:30 Mainte.: 1.0 Cult.: +3 Happiness: +2 Battle: +25%
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Collective research center - one per planet Collective research center for robotic minds. Cost: Prod.:25 Metal:10 Mainte.: 0.25 Resea.: +2 Happiness: +1
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Massive blast furnace - one per planet Massive blast furnace produces metal and production. Cost: Prod.:20 Metal:30 Mine: +2 Prod.: +1
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Research center - one per planet Group of research laboratories. Cost: Prod.:36 Metal:16 Mainte.: 0.25 Resea.: +3
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Stock market - one per planet Planetary stock market, where stonks rising to the orbit. Cost: Prod.:36 Metal:24 Cred.: +3
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United Galaxy Tower - one per planet United Galaxy Tower to gain influence of Galaxy. Depending on galaxy size certain amount is required to start diplomatic voting. Cost: Prod.:60 Metal:40 Mainte.: 1.0 Cult.: +1 Happiness: +2
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Starbase sports hall Cost: 30 Metal: 22 Energy: 2 Culture bonus: 2
Star base component gives bonus when star base is being deployed.
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New technology center - one per planet New technology is studied and used in culture. Cost: Prod.:20 Metal:20 Mainte.: 0.5 Cult.: +1 Resea.: +3
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VR movie center - one per planet Galactic VR movie studio, where big galatic block buster are being made. Cost: Prod.:30 Metal:30 Cult.: +2 Cred.: +2 Happiness: +1
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Advanced recycle center - one per planet When destroying buildings or ships 75% metal is recycled. Cost: Prod.:25 Metal:10 Mainte.: 1.0 Recycle: +75%
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Starbase nano lab Cost: 24 Metal: 8 Energy: 2 Research bonus: 2
Star base component gives bonus when star base is being deployed.
- Aquatic colonization Improves planet suitability.
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Galactic bank - one per planet Galactic bank is good business. Does stonks go all the way to out space? Cost: Prod.:40 Metal:20 Cred.: +4
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Radiation well - one per planet Decrease planet radiation by one. Cost: Prod.:20 Metal:20 Mainte.: 1.0 Happiness: +1
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Starbase bank Cost: 24 Metal: 12 Energy: 2 Credit bonus: 2
Star base component gives bonus when star base is being deployed.
- Orbital defense grid - one per planet Laser defense system that shoot enemy ships on the orbit. Cost: Prod.:150 Metal:150 Happiness: +2 Damage: 1
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Hydropodic farming center - one per planet Hydropodic farms producing food. Cost: Prod.:40 Metal:30 Mainte.: 0.33 Food: +4
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Nanobot mining center - one per planet Mining done by millions of nanobots Cost: Prod.:40 Metal:36 Mainte.: 0.33 Mine: +4
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Nanobot manufacturing center - one per planet Production lines full of nanobots. Cost: Prod.:50 Metal:30 Mainte.: 0.33 Prod.: +4
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Research matrix - one per planet Research matrix for robotic minds. Cost: Prod.:40 Metal:15 Mainte.: 0.3 Resea.: +3 Happiness: +2
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Planetary furnace - one per planet Mega project that uses planet's core for heat source for furnance Cost: Prod.:200 Metal:100 Mine: +4 Prod.: +2
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Neural research center - one per planet Neural network in huge research center Cost: Prod.:48 Metal:24 Mainte.: 0.33 Resea.: +4
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Super AI center - one per planet Super AI making science and improving production. Cost: Prod.:60 Metal:80 Mainte.: 1.0 Prod.: +1 Resea.: +4
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Replicator center - one per planet Replicated goods can sold with good profit. Cost: Prod.:40 Metal:40 Prod.: +2 Cred.: +2
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Ion drive Mk1 Cost: 5 Metal: 2 Energy: 1 Speed: 1 FTL: 3 Combat Speed: 1
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Fission source Mk1 Cost: 3 Metal: 3 Energy source: 4
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Ion drive Mk2 Cost: 6 Metal: 2 Energy: 1 Speed: 1 FTL: 4 Combat Speed: 1
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Nuclear drive Mk1 Cost: 4 Metal: 4 Energy source: 1 Speed: 2 FTL: 2 Combat Speed: 1
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Fission source Mk2 Cost: 3 Metal: 4 Energy source: 5
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Ion drive Mk3 Cost: 7 Metal: 2 Energy: 2 Speed: 1 FTL: 5 Combat Speed: 1
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Hyper drive Mk1 Cost: 8 Metal: 3 Energy: 2 Speed: 2 FTL: 3 Combat Speed: 1
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Fusion source Mk1 Cost: 6 Metal: 5 Energy source: 6
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Warp drive Mk1 Cost: 7 Metal: 2 Energy: 2 Speed: 1 FTL: 6 Combat Speed: 1
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Nuclear drive Mk2 Cost: 4 Metal: 4 Energy source: 2 Speed: 2 FTL: 2 Combat Speed: 2
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Fusion source Mk2 Cost: 6 Metal: 5 Energy source: 7
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Warp drive Mk2 Cost: 7 Metal: 2 Energy: 2 Speed: 1 FTL: 7 Combat Speed: 1
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Hyper drive Mk2 Cost: 8 Metal: 3 Energy: 2 Speed: 2 FTL: 4 Combat Speed: 1
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Tachyon source Mk1 Cost: 8 Metal: 6 Energy source: 9
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Combat thrusters Cost: 1 Metal: 2 Initiative boost: +1 Combat Speed boost: +1
Combat thrusters gives movement boost during combat.
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Warp drive Mk3 Cost: 7 Metal: 3 Energy: 2 Speed: 1 FTL: 8 Combat Speed: 1
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Hyper drive Mk3 Cost: 8 Metal: 4 Energy: 2 Speed: 2 FTL: 5 Combat Speed: 1
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Tachyon source Mk2 Cost: 9 Metal: 6 Energy source: 10
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Ice colonization Improves planet suitability.
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Warp drive Mk4 Cost: 8 Metal: 3 Energy: 2 Speed: 1 FTL: 9 Combat Speed: 1
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Hyper drive Mk4 Cost: 9 Metal: 4 Energy: 2 Speed: 2 FTL: 6 Combat Speed: 1
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Nuclear drive Mk3 Cost: 5 Metal: 5 Energy source: 3 Speed: 3 FTL: 3 Combat Speed: 3
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Antimatter source Mk1 Cost: 10 Metal: 8 Energy source: 12
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Combat thrusters Mk2 Cost: 1 Metal: 2 Energy source: 1 Initiative boost: +2 Combat Speed boost: +1
Combat thrusters gives movement boost during combat.
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Warp drive Mk5 Cost: 9 Metal: 4 Energy: 2 Speed: 1 FTL: 10 Combat Speed: 1
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Hyper drive Mk5 Cost: 10 Metal: 5 Energy: 2 Speed: 2 FTL: 7 Combat Speed: 1
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Impulse engine Mk1 Cost: 6 Metal: 6 Energy: 1 Speed: 3 FTL: 4 Combat Speed: 2
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Material replicator - one per planet Massive material replicator. Cost: Prod.:200 Metal:40 Material: +2
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Warp drive Mk6 Cost: 10 Metal: 4 Energy: 3 Speed: 1 FTL: 11 Combat Speed: 1
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Hyper drive Mk6 Cost: 11 Metal: 5 Energy: 2 Speed: 2 FTL: 8 Combat Speed: 1
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Impulse engine Mk2 Cost: 7 Metal: 7 Energy: 2 Speed: 3 FTL: 5 Combat Speed: 2
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Antimatter source Mk2 Cost: 11 Metal: 8 Energy source: 13
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Nuclear drive Mk4 Cost: 7 Metal: 7 Energy source: 4 Speed: 3 FTL: 4 Combat Speed: 3
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Warp drive Mk7 Cost: 11 Metal: 4 Energy: 3 Speed: 1 FTL: 12 Combat Speed: 1
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Hyper drive Mk7 Cost: 12 Metal: 5 Energy: 2 Speed: 2 FTL: 9 Combat Speed: 1
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Impulse engine Mk3 Cost: 8 Metal: 8 Energy: 2 Speed: 3 FTL: 6 Combat Speed: 2
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Zero-point source Mk1 Cost: 20 Metal: 2 Energy source: 15
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Warp drive Mk8 Cost: 12 Metal: 5 Energy: 3 Speed: 1 FTL: 13 Combat Speed: 1
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Hyper drive Mk8 Cost: 13 Metal: 6 Energy: 3 Speed: 2 FTL: 10 Combat Speed: 1
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Impulse engine Mk4 Cost: 9 Metal: 8 Energy: 2 Speed: 3 FTL: 7 Combat Speed: 2
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Zero-point source Mk2 Cost: 22 Metal: 2 Energy source: 16
- Scanner Mk1 Cost: 2 Metal: 2 Energy: 1 Range: 2 Cloak detection: 20 %
Scanner range is how long scanner can see. Cloaked detection is on adjecents sectors and will drop by distance.
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Planetary scanner Mk1 - one per planet Planetary scanner to scan fleets around the planet. Cost: Prod.:16 Metal:16 Scan range: 3 Cloaking det.: 40%
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Cloaking device Mk1 Cost: 2 Metal: 2 Energy: 1 Cloaking:20
Cloaking device tries to hide fleet in star map. It will also make ship more difficult target in combat. If cloaking device is overloaded in combat ship cannot be targeted for one turn.
- Cloaking device Mk2 Cost: 3 Metal: 2 Energy: 1 Cloaking:40
Cloaking device tries to hide fleet in star map. It will also make ship more difficult target in combat. If cloaking device is overloaded in combat ship cannot be targeted for one turn.
- Targeting computer Mk1 Cost: 2 Metal: 2 Energy: 1 Targeting computer: +10% to hit Initiative boost: +1
Targeting computer make ship react faster hit better. When target computer is overloaded critical hit chance is increased.
- Espionage module Mk1 Cost: 3 Metal: 1 Energy: 1 Espionage: +1
Espionage bonus is used for getting espionage information from another realm if ship is on that realm's sector. Module is also required for doing espionage missions with leader.
- Scanner Mk2 Cost: 3 Metal: 2 Energy: 1 Range: 3 Cloak detection: 40 %
Scanner range is how long scanner can see. Cloaked detection is on adjecents sectors and will drop by distance.
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Planetary scanner Mk2 - one per planet Planetary scanner to scan fleets around the planet. This is the improved version. Cost: Prod.:24 Metal:24 Scan range: 4 Cloaking det.: 80%
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Espionage module Mk2 Cost: 3 Metal: 1 Energy: 1 Espionage: +2
Espionage bonus is used for getting espionage information from another realm if ship is on that realm's sector. Module is also required for doing espionage missions with leader.
- Cloaking device Mk3 Cost: 4 Metal: 2 Energy: 2 Cloaking:60
Cloaking device tries to hide fleet in star map. It will also make ship more difficult target in combat. If cloaking device is overloaded in combat ship cannot be targeted for one turn.
- Targeting computer Mk2 Cost: 3 Metal: 2 Energy: 2 Targeting computer: +20% to hit Initiative boost: +2
Targeting computer make ship react faster hit better. When target computer is overloaded critical hit chance is increased.
- LR Scanner Mk1 Cost: 2 Metal: 2 Energy: 1 Range: 5 Cloak detection: 20 %
Scanner range is how long scanner can see. Cloaked detection is on adjecents sectors and will drop by distance.
- Broadcasting antenna - one per planet Broadcasting antenna for broadcasting culture. Cost: Prod.:40 Metal:30 Cult.: +1 Broadcasting
- Scanner Mk3 Cost: 4 Metal: 2 Energy: 1 Range: 4 Cloak detection: 60 %
Scanner range is how long scanner can see. Cloaked detection is on adjecents sectors and will drop by distance.
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Planetary scanner Mk3 - one per planet Planetary scanner to scan fleets around the planet. Now with increased range. Cost: Prod.:40 Metal:40 Scan range: 5 Cloaking det.: 100%
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Espionage module Mk3 Cost: 4 Metal: 1 Energy: 1 Espionage: +3
Espionage bonus is used for getting espionage information from another realm if ship is on that realm's sector. Module is also required for doing espionage missions with leader.
- Cloaking device Mk4 Cost: 5 Metal: 2 Energy: 2 Cloaking:80
Cloaking device tries to hide fleet in star map. It will also make ship more difficult target in combat. If cloaking device is overloaded in combat ship cannot be targeted for one turn.
- Targeting computer Mk3 Cost: 4 Metal: 2 Energy: 2 Targeting computer: +30% to hit Initiative boost: +3
Targeting computer make ship react faster hit better. When target computer is overloaded critical hit chance is increased.
- LR Scanner Mk2 Cost: 3 Metal: 2 Energy: 1 Range: 6 Cloak detection: 40 %
Scanner range is how long scanner can see. Cloaked detection is on adjecents sectors and will drop by distance.
- Scanner Mk4 Cost: 4 Metal: 2 Energy: 1 Range: 4 Cloak detection: 80 %
Scanner range is how long scanner can see. Cloaked detection is on adjecents sectors and will drop by distance.
- Espionage module Mk4 Cost: 4 Metal: 1 Energy: 1 Espionage: +4
Espionage bonus is used for getting espionage information from another realm if ship is on that realm's sector. Module is also required for doing espionage missions with leader.
- Deep space scanner - one per planet Deep space scanner to reveal all the planets. This scanner can be used also massive broadcastings. Cost: Prod.:150 Metal:150 Resea.: +2 Broadcasting
- Cloaking device Mk5 Cost: 5 Metal: 2 Energy: 2 Cloaking:100
Cloaking device tries to hide fleet in star map. It will also make ship more difficult target in combat. If cloaking device is overloaded in combat ship cannot be targeted for one turn.
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Planetary scanner Mk4 - one per planet Planetary scanner to scan fleets around the planet. Even longer range. Cost: Prod.:60 Metal:60 Scan range: 6 Cloaking det.: 120%
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LR Scanner Mk3 Cost: 3 Metal: 2 Energy: 1 Range: 7 Cloak detection: 60 %
Scanner range is how long scanner can see. Cloaked detection is on adjecents sectors and will drop by distance.
- Scanner Mk5 Cost: 5 Metal: 2 Energy: 1 Range: 5 Cloak detection: 100 %
Scanner range is how long scanner can see. Cloaked detection is on adjecents sectors and will drop by distance.
- Targeting computer Mk4 Cost: 6 Metal: 2 Energy: 3 Targeting computer: +40% to hit Initiative boost: +4
Targeting computer make ship react faster hit better. When target computer is overloaded critical hit chance is increased.
- Broadcasting network - one per planet Broadcasting network for creating culture and happiness. Cost: Prod.:60 Metal:40 Mainte.: 0.25 Cult.: +3 Happiness: +1 Broadcasting
- Cloaking device Mk6 Cost: 6 Metal: 2 Energy: 2 Cloaking:120
Cloaking device tries to hide fleet in star map. It will also make ship more difficult target in combat. If cloaking device is overloaded in combat ship cannot be targeted for one turn.
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Planetary scanner Mk5 - one per planet Planetary scanner to scan fleet around the planet. Best planetary scanner available. Cost: Prod.:80 Metal:80 Scan range: 7 Cloaking det.: 140%
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Espionage module Mk5 Cost: 6 Metal: 1 Energy: 2 Espionage: +6
Espionage bonus is used for getting espionage information from another realm if ship is on that realm's sector. Module is also required for doing espionage missions with leader.