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Technology Trees - Buildings - Game Concepts - Governments - Races - Resources - Technologies - Traits - Units


Technology Trees
Building Trees
Unit Trees
Buildings
Game Concepts
Governments
Races
Resources
Technologies
Traits
Units



Buildings

Construction Yard Construction Yard

At the Construction Yard, all planetary buildings are constructed.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (buildings)

Speed: 10 work/time unit

Defence


Duranium Mine Duranium Mine

The Duranium Mine extracts all raw resources required for from the soil, and processes them into the final product.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (resources)

Defence


Titanium Mine Titanium Mine

The Titanium Mine extracts from the ground and purifies it.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (resources)

Defence


Electronics Factory Electronics Factory

The Electronics Factory produces for almost any purpose.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (resources)

Defence


Research Lab Research Lab

At the Research Lab, scientists try to unlock some of the remaining secrets of the universe and work on research projects.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence


Trillium 40 Mine Trillium 40 Mine

The Trillium 40 Mine extracts raw fuel from ground, air and water. It is required for building star ships.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Trillium 40 Refinery Trillium 40 Refinery

Raw fuel from the mines is refined and purified at the Trillium 40 Refinery.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Weapons Factory Weapons Factory

The Weapons Factory produces smaller weapons and weapon components used in larger ones. The creation of modern weaponry requires a . The Weapons Factory is necessary to build factories for heavier weapons, to build defensive structures and to build advanced fabrication buildings such as s and s.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Gun Factory Gun Factory

A specialised weapons factory for heavy weaponry, the Gun Factory is required to build the strongest ships and ground troops.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Barracks Barracks

The Barracks is required to train infantry ground units.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence


War Plant War Plant

The War Plant is required to build armoured ground units.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (units)

Speed: 10 work/time unit

Storage

Defence


Planetary Shipyard Planetary Shipyard

A Planetary Shipyard can create small and medium sized ships.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Defence


Planetary Defence Installation Planetary Defence Installation

The Planetary Defence Installation is a light defensive structure against both space and ground assaults.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence

Offence


Fortress Fortress

The Fortress is a strong defensive structure against both space and ground assaults.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Storage

Defence

Offence


Construction Yard Construction Yard

At the Construction Yard, all planetary buildings are constructed.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (buildings)

Speed: 10 work/time unit

Defence


Duranium Mine Duranium Mine

The Duranium Mine extracts all raw resources required for from the soil, and processes them into the final product.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (resources)

Defence


Titanium Mine Titanium Mine

The Titanium Mine extracts from the ground and purifies it.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (resources)

Defence


Electronics Factory Electronics Factory

The Electronics Factory produces for almost any purpose.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (resources)

Defence


Science Hub Science Hub

At the Science Hub, scientists try to unlock some of the remaining secrets of the universe and work on research projects.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence


Trillium 40 Processing Facility Trillium 40 Processing Facility

The Trillium 40 Processing Facility extracts raw fuel from ground, air and water, and then refines and purifies it. It is required for building star ships.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Laser Factory Laser Factory

The Laser Factory produces anything from smaller weapons and weapon components to heavy lasers. The creation of modern weaponry requires a . The Laser Factory is necessary to build defensive structures and to build advanced fabrication buildings such as s and s.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Barracks Barracks

The Barracks is required to train infantry ground units.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence


War Plant War Plant

The War Plant is required to build armoured ground units.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (units)

Speed: 10 work/time unit

Storage

Defence


Planetary Shipyard Planetary Shipyard

A Planetary Shipyard can create small and medium sized ships.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence


Ground Cannon Ground Cannon

The Ground Cannon is a light defensive structure against both space and ground assaults.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence

Offence


Keep Keep

The Keep is a strong defensive structure against both space and ground assaults.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Storage

Defence

Offence


Diplomatic Station Diplomatic Station

The Diplomatic Station facilitates cultural exchange and communication.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Construction Yard Construction Yard

At the Construction Yard, all planetary buildings are constructed.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (buildings)

Speed: 10 work/time unit

Defence


Duranium Mine Duranium Mine

The Duranium Mine extracts all raw resources required for from the soil, and processes them into the final product.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (resources)

Defence


Titanium Mine Titanium Mine

The Titanium Mine extracts from the ground and purifies it.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (resources)

Defence


Electronics Factory Electronics Factory

The Electronics Factory produces for almost any purpose.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (resources)

Defence


Listening Post Listening Post

At the Listening Post, Riszil spies intercept the research and development efforts of their enemies and work on research projects.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence


Trillium 40 Mine Trillium 40 Mine

The Trillium 40 Mine extracts raw fuel from ground, air and water. It is required for building star ships.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Trillium 40 Refinery Trillium 40 Refinery

Raw fuel from the mines is refined and purified at the Trillium 40 Refinery.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Weapons Factory Weapons Factory

The Weapons Factory produces smaller weapons and weapon components used in larger ones. The creation of modern weaponry requires a . The Weapons Factory is necessary to build factories for heavier weapons, to build defensive structures and to build advanced fabrication buildings such as s and s.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Heavy Weapons Factory Heavy Weapons Factory

A specialised weapons factory for heavy weaponry, the Heavy Weapons Factory is required to build the strongest ships and ground troops.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Training Yard Training Yard

The Training Yard is required to train infantry ground units.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence


War Plant War Plant

The War Plant is required to build armoured ground units.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (units)

Speed: 10 work/time unit

Storage

Defence


Planetary Shipyard Planetary Shipyard

A Planetary Shipyard can create small and medium sized ships.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Defence


Protection Fortress Protection Fortress

The Protection Fortress is a strong defensive structure against both space and ground assaults.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Storage

Defence

Offence


Labour Camp Labour Camp

The Labour Camp provides the manpower for advanced starship construction projects.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 5 work/time unit

Storage

Defence


Construction Yard Construction Yard

At the Construction Yard, all planetary buildings are constructed.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (buildings)

Speed: 10 work/time unit

Defence


Duranium Mine Duranium Mine

The Duranium Mine extracts all raw resources required for from the soil, and processes them into the final product.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (resources)

Defence


Titanium Mine Titanium Mine

The Titanium Mine extracts from the ground and purifies it.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (resources)

Defence


Electronics Factory Electronics Factory

The Electronics Factory produces for almost any purpose.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (resources)

Defence


Marine Extractor Marine Extractor

The Marine Extractor extracts all raw resources required for and from the ocean, and processes them into the final product.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (resources)

Defence


Research Lab Research Lab

At the Research Lab, scientists try to unlock some of the remaining secrets of the universe and work on research projects.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Trillium 40 Mine Trillium 40 Mine

The Trillium 40 Mine extracts raw fuel from ground, air and water. It is required for building star ships.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Trillium 40 Refinery Trillium 40 Refinery

Raw fuel from the mines is refined and purified at the Trillium 40 Refinery.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence


Weapons Factory Weapons Factory

The Weapons Factory produces smaller weapons and weapon components used in larger ones. The creation of modern weaponry requires a . The Weapons Factory is necessary to build factories for heavier weapons, to build defensive structures and to build advanced fabrication buildings such as s and s.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Laser Factory Laser Factory

A specialised weapons factory for heavy weaponry, the Laser Factory is required to build the strongest ships and ground troops.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Combat School Combat School

The Combat School is required to train infantry ground units.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence


Machinery Plant Machinery Plant

The Machinery Plant is required to build armoured ground units as well as small and medium sized ships.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (units)

Speed: 10 work/time unit

Storage

Defence


Embedded Defence Embedded Defence

The Embedded Defence is a light defensive structure against both space and ground assaults.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence

Offence


Fortified Position Fortified Position

The Fortified Position is a strong defensive structure against both space and ground assaults.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Storage

Defence

Offence


Construction Yard Construction Yard

At the Construction Yard, all planetary buildings are constructed.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (buildings)

Speed: 10 work/time unit

Defence


Duranium/Titanium Mine Duranium/Titanium Mine

The Duranium/Titanium Mine extracts all raw resources required for both and from the soil, and processes them into the final product.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (resources)

Defence


Electronics Factory Electronics Factory

The Electronics Factory produces for almost any purpose.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (resources)

Defence


Patent Office Patent Office

At the Patent Office, scientists can register their discoveries and inventions required for working on research projects.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence


Trillium 40 Mine Trillium 40 Mine

The Trillium 40 Mine extracts raw fuel from ground, air and water. It is required for building star ships.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Trillium 40 Refinery Trillium 40 Refinery

Raw fuel from the mines is refined and purified at the Trillium 40 Refinery.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Foundry Foundry

The Foundry processes both and to increase quality and purity.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Weapons Factory Weapons Factory

The Weapons Factory produces smaller weapons and weapon components used in larger ones. The creation of modern weaponry requires a . The Weapons Factory is necessary to build factories for heavier weapons, to build defensive structures and to build advanced fabrication buildings such as s and s.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Missile Factory Missile Factory

A specialised weapons factory for heavy weaponry, the Missile Factory is required to build the strongest ships and ground troops.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Recruitment Office Recruitment Office

The Recruitment Office is required to train infantry ground units.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence


War Factory War Factory

The War Factory is required to build armoured ground units.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (units)

Speed: 10 work/time unit

Storage

Defence


Spaceport Spaceport

A Spaceport can create small and medium sized ships.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Defence


Tactical Position Tactical Position

The Tactical Position is a light defensive structure against both space and ground assaults.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence

Offence


Alissma Class Support Position Alissma Class Support Position

The Alissma Class Support Position is a strong defensive structure against both space and ground assaults.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Storage

Defence

Offence


Spawning Cluster Spawning Cluster

At the Spawning Cluster, all planetary buildings are created.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (buildings)

Speed: 10 work/time unit

Defence


Duranium Extractor Duranium Extractor

The Duranium Extractor extracts all raw resources required for from the soil, and processes them into the final product.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (resources)

Defence


Titanium Extractor Titanium Extractor

The Titanium Extractor extracts from the ground and purifies it.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (resources)

Defence


Neuro-Electronics Factory Neuro-Electronics Factory

The Neuro-Electronics Factory produces neuro- for almost any purpose.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (resources)

Defence


Genetics Pool Genetics Pool

At the Genetics Pool, scientists try to unlock some of the remaining secrets of the universe and work on research projects.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence


Trillium 40 Extractor Trillium 40 Extractor

The Trillium 40 Extractor extracts raw fuel from ground, air and water. It is required for building star ships.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Growth Chamber Growth Chamber

The Growth Chamber creates light offensive techniques and components used in more difficult ones. The gene manipulation requires a . The Growth Chamber is necessary to build factories for difficult offensive techniques, to build defensive structures and to build advanced fabrication buildings such as s.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Plasma Brewery Plasma Brewery

Specialised in producing advanced offensive techniques, the Plasma Brewery is required to create the strongest creatures.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Defence


Hatchery Pit Hatchery Pit

The Hatchery Pit is required to create infantry and armoured ground creatures.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (units)

Speed: 12 work/time unit

Storage

Defence


Hatchery Cliff Hatchery Cliff

A Hatchery Cliff can create small and medium sized creatures.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence


Defence Creeper Defence Creeper

The Defence Creeper is a light defensive structure against both space and ground assaults.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence

Offence


Protective Hive Protective Hive

The Protective Hive is a strong defensive structure against both space and ground assaults.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Storage

Defence

Offence


Orbital Shipyard Orbital Shipyard

An Orbital Shipyard can build the largest ships a fleet has to offer.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence

Offence


Defence Satellite Defence Satellite

A small orbital defence platform.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence

Offence


Prometheus Class Weapons Platform Prometheus Class Weapons Platform

A large orbital defence platform.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Storage

Defence

Offence


Orbital Shipyard Orbital Shipyard

An Orbital Shipyard can build the largest ships a fleet has to offer.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence

Offence


Defence Satellite Defence Satellite

A small orbital defence platform.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence

Offence


Orbital Defence Station Orbital Defence Station

A large orbital defence platform.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Storage

Defence

Offence


Flying Fortress Flying Fortress

An Flying Fortress can build the largest ships a fleet has to offer as well as a large orbital defence platform.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence

Offence


Defence Satellite Defence Satellite

A small orbital defence platform.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence

Offence


Orbital Shipyard Orbital Shipyard

An Orbital Shipyard can build the largest ships a fleet has to offer.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence

Offence


Defence Satellite Defence Satellite

A small orbital defence platform.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence

Offence


Heavy Battle Base Heavy Battle Base

A large orbital defence platform.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Storage

Defence

Offence


Orbital Dockyard Orbital Dockyard

An Orbital Dockyard can build the largest ships a fleet has to offer.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence

Offence


Rissfa Class Support Station Rissfa Class Support Station

An orbital defence platform.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Storage

Defence

Offence


Orbital Hatchery Orbital Hatchery

An Orbital Hatchery can grow the largest creatures a fleet has to offer.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Required For

Production (units)

Speed: 10 work/time unit

Storage

Defence

Offence


Defence Flyer Defence Flyer

A small orbital defence platform.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Defence

Offence


Floating Breeding Ground Floating Breeding Ground

A large orbital defence platform that can breed fighter units.

Requirements

Cost (level 1 / 2 / 3 / ... / 10)

Built In

Production (units)

Speed: 5 work/time unit

Storage

Defence

Offence





Game Concepts

Victory

The winner is the last player alive. Really. You loose the game if you loose your last planet.


Planetary Colonisation

To colonise a planet you need to build a colony ship, send it to an unoccupied planet, and give the colonisation order. You cannot colonise planets that are already owned by someone, you have to conquer those.


Fleet Movement

To move a fleet you it must contain at least one ship, all its ships must be capable of moving faster than light (warp or hyperspace drive), and you must have enough fuel (Trillium 40) for the journey.


Conquer Planets

To conquer a planet you need to attack and destroy all fleets that belong the the planet's owner in orbit around the planet. Then you need a fleet with at least some ground units to attack the planet and destroy all opposing forces (defensive buildings and units).


Resources, Money, Work, and Science

There are three basic resources that are required to build things: Duranium, Titanium, and Electronics. All these resources are mined or created in their respective mining or factory buildings. Money, in the form of Credits, is generated by buildings and through taxation. All your resources are available to you wherever you need them. Transportation is handled transparently through private shipping, so you don't need to concern yourself with that. Work is the amount of effort required to build something. For example, if a building costs 20 each of Duranium, Titanium, Electronics, Credits, and Work, then the former four will be removed from your storage as soon as construction starts. If you construct the building in a construction yard that has a construction speed of 10 / (meaning 10 work per time unit), then the building will be ready in 2 time units (20 / 10 speed = 2 ). Ships and troops are built at shipyards and barracks, and their fabrication speed determines how fast a unit is completed. Similarly, the research speed of your labs determines how fast technologies are researched.


Buildings and Units

You may construct as many buildings of any building type as you like on a planet. However, each new building of the type becomes exponentially more expensive. For example, a single Duranium Mine is rather cheap. A second Duranium Mine costs a bit more, and a third quickly becomes expensive. The second and third mine only produce as much the first one does, even though they are more expensive. On the other hand, having a number of Duranium Mines has no bearing on the cost of other buildings, like Titanium Mines. You can build as many ground units and fighters as you have storage space available, and as many ships as you can afford. All buildings and units cost a small maintenance fee per time unit.


Time Unit

The concrete value of a generic time units depends on the game speed. It might be somewhere in the vicinity of one minute.





Governments

Despotism Despotism

Despotism is the most easily manageable form of government. It is also the most enjoyable - for the despot. He gives orders, others carry them out. There is not much room for inefficiency, but just as little room for personal freedom.

Requirements


Monarchy Monarchy

A monarch is similar to a despot, but he is checked by either a parliament or a constitution - or both. His royal presence inspires loyalty in battle, but commerce suffers from its many obligations.

Requirements

Modifiers


Democracy Democracy

In a Democracy the people dictate policy - either by direct vote or by electing representatives. Personal freedom is good for commerce, but military spending usually takes a back seat.

Requirements

Modifiers


Federation Federation

A Federation is a group of sovereign states or planets, united by common goals and values. Commerce is hampered by local differences, but those differences also provide a fertile ground for innovation.

Requirements

Modifiers


Feudalism Feudalism

A feudal society has a group of people taking liege from a king. They, in turn, give liege to other people, and so on. Production and commerce benefit from strictly defined and enforced work duties, but scientific progress and combat effectiveness suffer.

Requirements

Modifiers


Collective Collective

A Collective is a group that disregards individuality in stead of the good of the whole. Commerce suffers for it, but research is increased.

Requirements

Modifiers


Theocracy Theocracy

In a Theocracy, a religion determines the rules and laws of society. Religious fervour increases production and military efforts, but critical science has a very hard stand and religious strictures hamper deployment speed.

Requirements

Modifiers





Races

Terran Alliance Terran Alliance

The Terran Alliance is an Earth-like society at least a few hundred years ahead of ourselves. Their appearance is human.

Terran weapon systems consist of projectile weapons and missiles. Their ships form a well-rounded mixture of defence and offence. The Terran Alliance does not have shield technology, but they use hyperspace jump engines for faster-than-light travel.

Their primary trait is Commercial.

Trait: Commercial

Available Secondary Traits

Available Governments

Available Buildings

Available Units

Available Technologies


Powolian Conglomerate Powolian Conglomerate

The Powolian Conglomerate is a loose coalition of worlds. It is more akin to a trade group than a unified political body. However, the Powolians offer each other military assistance, and they have been known to work toward common goals together. Not a very aggressive people, they only became the dominant race on their original home planet because of their technological superiority over the local wildlife. Their appearance is humanoid, but very slender and with a bird-like head and leathery skin.

Powolian weapon systems are laser based. The Powolian Conglomerate makes extensive use of shields, while skimping on the underlying armour. They prefer small to medium-sized ships, but also employ fighters and carrier vessels. The Powolian Conglomerate uses hyperspace jump engines for faster-than-light travel.

Their primary trait is Innovative.

Trait: Innovative

Available Secondary Traits

Available Governments

Available Buildings

Available Units

Available Technologies


Riszil Empire Riszil Empire

The Riszil are said not to be the brightest minds in the galaxy - never to their faces, however. Their technology has mostly been 'acquired' from other races, which have been subjugated or exterminated by the Riszil. Without the involuntary help of some poor space-faring race - now extinct - the Riszil probably would never have developed space flight themselves. Ironically, it was only the arrival of these aliens that saved the Riszil race from destroying itself, focussing on the perceived external threat instead of killing each other off. Their appearance is humanoid, but short and wide. They are physically strong and have three legs and scales, which gives them a very firm stand but limits their agility. The Riszil Empire relies on huge and massively armoured ships, armed with heavy lasers and projectile weapons. They have rudimentary shield technology and they use hyperspace jump engines for faster-than-light travel. Their primary trait is Strong.

Trait: Strong

Available Secondary Traits

Available Governments

Available Buildings

Available Units

Available Technologies


Tomaratanian Republic Tomaratanian Republic

The Tomaratanians are a diligent and hard working people. They are known for their attention to detail and their sometimes obsessive orderliness. Tomaratanians are slightly telepathic. One of the few interstellar races that are herbivorous (plant eaters) instead of carnivorous (meat eaters) or at least omnivorous ('all' eaters), they subjugated the more predatory species of their original home planet by sheer force of will and stubbornness.

Their appearance is squid-like, and they are equally at home on land and in the water. They have five tentacles with four digits each. Each tentacle can be used as arm or leg as the situation requires.

The Tomaratanian Republic uses laser weapons to arm its fleet that consists solely of carriers and fighter craft. They use interceptor guns as basic shields and warp engines for faster-than-light travel.

Their primary trait is Geological.

Trait: Geological

Available Secondary Traits

Available Governments

Available Buildings

Available Units

Available Technologies


Rukhara Commonwealth Rukhara Commonwealth

The Rukhara take pride in their financial accomplishments. Many are traders or businessmen. They are smart, and fight mean when threatened.

Their appearance is mostly humanoid. They are short, and their eyes are located on four antennas on top of their head, but they do not have a sense of smell or taste.

The Rukhara Commonwealth primarily uses missiles or torpedoes as weapons to attack from a distance, and it prefers smaller ships. The Commonwealth does not possess shield technology. They use warp engines for faster-than-light travel.

Their primary trait is Economical.

Trait: Economical

Available Secondary Traits

Available Governments

Available Buildings

Available Units

Available Technologies


Laghni Swarm Laghni Swarm

The Laghni Swarm is an insectoid species. They do not have swarm intelligence, but a swarm shares a telepathic communication link. They have a strict hierarchical structure. Their appearance varies widely among sub-species.

Laghni weapons are biological: some of their creatures have the ability to spit superheated plasma or other concoctions, others simply use claws or teeth. They have medium-sized ships, cheap fighters, and a massive hive ship. The Laghni Swarm has no shield technology, but their biological hulls can slowly repair themselves over time. They use warp flight for faster-than-light travel.

Their primary trait is Regenerative.

Trait: Regenerative

Available Secondary Traits

Available Governments

Available Buildings

Available Units

Available Technologies





Resources

Duranium Duranium

Duranium is a sturdy material that is widely used as a general purpose building material. It has properties that look like a mixture of iron and concrete.


Titanium Titanium

Titanium is a very strong and elastic building material. It is often combined with other materials, sometimes as an alloy, sometimes with biological substances. While Titanium's pure form is rarely used any more, all its compositions are referred to under the common name Titanium, no matter how little actual titanium they contain.


Electronics Electronics

Without Electronics in their various forms, almost no modern construction process could be completed. Apart from silicon based Electronics, there are quantum based, laser/light based and neurological based variants.


Credits Credits

Credits are the universal form of currency. Even though not all races use them as their internal currency (if they even have one), all of them use it as a reference when dealing and trading with others.


Work Work

The workload it takes to create a unit, building or something else.





Technologies

Impulse Drive Impulse Drive

Ships usually use an Impulse Drive to propel themselves inside of a solar system. It is ideal for covering (astronomically speaking) small distances.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Hyper Drive Hyper Drive

A Hyper Drive allows ships to jump to hyperspace, where they can travel faster-than-light.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Advanced Hyper Drive Advanced Hyper Drive

An Advanced Hyper Drive is faster than a regular Hyper Drive.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


Planetary Colonisation Planetary Colonisation

Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Advanced Automation Advanced Automation

Advanced Automation allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Neuro-Electric Automation Neuro-Electric Automation

Neuro-Electric Automation allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Neuro-Intelligent Systems Neuro-Intelligent Systems

Neuro-Intelligent Systems allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 64

Requirements

Required For


Artificial Neuro-Circuitry Artificial Neuro-Circuitry

Artificial Neuro-Circuitry allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


True Artificial Intelligence True Artificial Intelligence

True Artificial Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 169

Requirements

Required For


Mobile Ground Armour Mobile Ground Armour

Mobile Ground Armour protects planet-bound troops and tanks.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Ultra Light Ground Armour Ultra Light Ground Armour

Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 100

Requirements

Modifiers

Required For


Reflective Ground Armour Reflective Ground Armour

Reflective Ground Armour protects planet-bound troops and tanks.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Ablative Ground Armour Ablative Ground Armour

Ablative Ground Armour protects planet-bound troops and tanks.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Targeting Systems Targeting Systems

Targeting Systems increase the chances of a ground-based weapon to actually hit the target it was aimed at.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Automatic Targeting Systems Automatic Targeting Systems

Automatic Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.

Era: 2

Cost: Duranium 1200, Titanium 1200, Electronics 1200, Credits 1200, Work 64

Requirements

Modifiers

Required For


Advanced Targeting Systems Advanced Targeting Systems

Advanced Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


AI Targeting Systems AI Targeting Systems

AI Targeting Systems increase the chances of a weapon to actually hit the target it was aimed at.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 400

Requirements

Modifiers


Space Armour Plating Space Armour Plating

Space Armour Plating protects space ships and fighters.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Advanced Armour Plating Advanced Armour Plating

Advanced Armour Plating protects space ships and fighters.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Sturdy Armour Plating Sturdy Armour Plating

Sturdy Armour Plating protects space ships and fighters.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Reflective Armour Plating Reflective Armour Plating

Reflective Armour Plating protects space ships and fighters.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Ablative Armour Plating Ablative Armour Plating

Ablative Armour Plating protects space ships and fighters.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 225

Requirements

Modifiers

Required For


Polarised Armour Plating Polarised Armour Plating

Polarised Armour Plating protects space ships and fighters.

Era: 6

Cost: Duranium 12800, Titanium 12800, Electronics 12800, Credits 12800, Work 324

Requirements

Modifiers


Advanced Navigation Systems Advanced Navigation Systems

Advanced Navigation Systems allow ships to get where there are going faster.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Enhanced Navigation Database Enhanced Navigation Database

Enhanced Navigation Database allow ships to get where there are going faster.

Era: 3

Cost: Duranium 2400, Titanium 2400, Electronics 2400, Credits 2400, Work 100

Requirements

Modifiers

Required For


AI Guided Navigation AI Guided Navigation

AI Guided Navigation allow ships to get where there are going faster.

Era: 6

Cost: Duranium 19200, Titanium 19200, Electronics 19200, Credits 19200, Work 324

Requirements

Modifiers


Advanced Passive Sensors Advanced Passive Sensors

Advanced Passive Sensors increase the accuracy of weapon systems.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 100

Requirements

Modifiers

Required For


Advanced Active Sensors Advanced Active Sensors

Advanced Active Sensors increase the accuracy of weapon systems.

Era: 3

Cost: Duranium 2400, Titanium 2400, Electronics 2400, Credits 2400, Work 225

Requirements

Modifiers

Required For


Pulse Sensors Pulse Sensors

Pulse Sensors increase the accuracy of weapon systems.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 324

Requirements

Modifiers

Required For


Gravimetric Sensors Gravimetric Sensors

Gravimetric Sensors increase the accuracy of weapon systems.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 400

Requirements

Modifiers

Required For


AI Supported Sensors AI Supported Sensors

AI Supported Sensors increase the accuracy of weapon systems.

Era: 6

Cost: Duranium 19200, Titanium 19200, Electronics 19200, Credits 19200, Work 529

Requirements

Modifiers


Advanced Construction Support Advanced Construction Support

Advanced Construction Support increases production speed of buildings.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Automated Construction Support Automated Construction Support

Automated Construction Support increases production speed of buildings.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Construction Robots Construction Robots

Construction Robots increases production speed of buildings.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers


Advanced Production Support Advanced Production Support

Advanced Production Support increases production speed of resources and fuel.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 324

Requirements

Modifiers

Required For


Automated Production Support Automated Production Support

Automated Production Support increases production speed of resources and fuel.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 400

Requirements

Modifiers

Required For


Production Robots Production Robots

Production Robots increases production speed of resources and fuel.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 529

Requirements

Modifiers


Advanced Fabrication Support Advanced Fabrication Support

Advanced Fabrication Support increases production speed of ground units and ships.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Automated Fabrication Support Automated Fabrication Support

Automated Fabrication Support increases production speed of ground units and ships.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Fabrication Robots Fabrication Robots

Fabrication Robots increases production speed of ground units and ships.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers


Impulse Drive Impulse Drive

Ships usually use an Impulse Drive to propel themselves inside of a solar system. It is ideal for covering (astronomically speaking) small distances.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Hyper Drive Hyper Drive

A Hyper Drive allows ships to jump to hyperspace, where they can travel faster-than-light.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Advanced Hyper Drive Advanced Hyper Drive

An Advanced Hyper Drive is faster than a regular Hyper Drive.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


Planetary Colonisation Planetary Colonisation

Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Advanced Automation Advanced Automation

Advanced Automation allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Neuro-Electric Automation Neuro-Electric Automation

Neuro-Electric Automation allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Neuro-Intelligent Systems Neuro-Intelligent Systems

Neuro-Intelligent Systems allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 64

Requirements

Required For


Artificial Neuro-Circuitry Artificial Neuro-Circuitry

Artificial Neuro-Circuitry allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


True Artificial Intelligence True Artificial Intelligence

True Artificial Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 169

Requirements

Required For


Mobile Ground Armour Mobile Ground Armour

Mobile Ground Armour protects planet-bound troops and tanks.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Ultra Light Ground Armour Ultra Light Ground Armour

Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 100

Requirements

Modifiers

Required For


Reflective Ground Armour Reflective Ground Armour

Reflective Ground Armour protects planet-bound troops and tanks.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Ablative Ground Armour Ablative Ground Armour

Ablative Ground Armour protects planet-bound troops and tanks.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Targeting Systems Targeting Systems

Targeting Systems increase the chances of a ground-based weapon to actually hit the target it was aimed at.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Automatic Targeting Systems Automatic Targeting Systems

Automatic Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.

Era: 2

Cost: Duranium 1200, Titanium 1200, Electronics 1200, Credits 1200, Work 64

Requirements

Modifiers

Required For


Advanced Targeting Systems Advanced Targeting Systems

Advanced Targeting Systems increase the chances of a fighter-based weapon to actually hit the target it was aimed at.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


AI Targeting Systems AI Targeting Systems

AI Targeting Systems increase the chances of a weapon to actually hit the target it was aimed at.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 400

Requirements

Modifiers


Space Armour Plating Space Armour Plating

Space Armour Plating protects space ships and fighters.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Advanced Armour Plating Advanced Armour Plating

Advanced Armour Plating protects space ships and fighters.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Sturdy Armour Plating Sturdy Armour Plating

Sturdy Armour Plating protects space ships and fighters.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Reflective Armour Plating Reflective Armour Plating

Reflective Armour Plating protects space ships and fighters.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Ablative Armour Plating Ablative Armour Plating

Ablative Armour Plating protects space ships and fighters.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 225

Requirements

Modifiers

Required For


Polarised Armour Plating Polarised Armour Plating

Polarised Armour Plating protects space ships and fighters.

Era: 6

Cost: Duranium 12800, Titanium 12800, Electronics 12800, Credits 12800, Work 324

Requirements

Modifiers


Advanced Navigation Systems Advanced Navigation Systems

Advanced Navigation Systems allow ships to get where there are going faster.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Enhanced Navigation Database Enhanced Navigation Database

Enhanced Navigation Database allow ships to get where there are going faster.

Era: 3

Cost: Duranium 2400, Titanium 2400, Electronics 2400, Credits 2400, Work 100

Requirements

Modifiers

Required For


AI Guided Navigation AI Guided Navigation

AI Guided Navigation allow ships to get where there are going faster.

Era: 6

Cost: Duranium 19200, Titanium 19200, Electronics 19200, Credits 19200, Work 324

Requirements

Modifiers


Advanced Passive Sensors Advanced Passive Sensors

Advanced Passive Sensors the accuracy of weapon systems.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 100

Requirements

Modifiers

Required For


Advanced Active Sensors Advanced Active Sensors

Advanced Active Sensors increase the accuracy of weapon systems.

Era: 3

Cost: Duranium 2400, Titanium 2400, Electronics 2400, Credits 2400, Work 225

Requirements

Modifiers

Required For


Pulse Sensors Pulse Sensors

Pulse Sensors increase the accuracy of weapon systems.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 324

Requirements

Modifiers

Required For


Gravimetric Sensors Gravimetric Sensors

Gravimetric Sensors increase the accuracy of weapon systems.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 400

Requirements

Modifiers

Required For


AI Supported Sensors AI Supported Sensors

AI Supported Sensors increase the accuracy of weapon systems.

Era: 6

Cost: Duranium 19200, Titanium 19200, Electronics 19200, Credits 19200, Work 529

Requirements

Modifiers


Advanced Construction Support Advanced Construction Support

Advanced Construction Support increases production speed of buildings.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Automated Construction Support Automated Construction Support

Automated Construction Support increases production speed of buildings.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Construction Robots Construction Robots

Construction Robots increases production speed of buildings.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers


Advanced Production Support Advanced Production Support

Advanced Production Support increases production speed of resources and fuel.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 324

Requirements

Modifiers

Required For


Automated Production Support Automated Production Support

Automated Production Support increases production speed of resources and fuel.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 400

Requirements

Modifiers

Required For


Production Robots Production Robots

Production Robots increases production speed of resources and fuel.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 529

Requirements

Modifiers


Advanced Fabrication Support Advanced Fabrication Support

Advanced Fabrication Support increases production speed of ground units and ships.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Automated Fabrication Support Automated Fabrication Support

Automated Fabrication Support increases production speed of ground units and ships.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Fabrication Robots Fabrication Robots

Fabrication Robots increases production speed of ground units and ships.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers


Impulse Drive Impulse Drive

Ships usually use an Impulse Drive to propel themselves inside of a solar system. It is ideal for covering (astronomically speaking) small distances.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Hyper Drive Hyper Drive

A Hyper Drive allows ships to jump to hyperspace, where they can travel faster-than-light.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Advanced Hyper Drive Advanced Hyper Drive

An Advanced Hyper Drive is faster than a regular Hyper Drive.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


Planetary Colonisation Planetary Colonisation

Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Advanced Automation Advanced Automation

Advanced Automation allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Neuro-Electric Automation Neuro-Electric Automation

Neuro-Electric Automation allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Neuro-Intelligent Systems Neuro-Intelligent Systems

Neuro-Intelligent Systems allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 64

Requirements

Required For


Artificial Neuro-Circuitry Artificial Neuro-Circuitry

Artificial Neuro-Circuitry allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


True Artificial Intelligence True Artificial Intelligence

True Artificial Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 169

Requirements

Required For


Mobile Ground Armour Mobile Ground Armour

Mobile Ground Armour protects planet-bound troops and tanks.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Ultra Light Ground Armour Ultra Light Ground Armour

Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 100

Requirements

Modifiers

Required For


Reflective Ground Armour Reflective Ground Armour

Reflective Ground Armour protects planet-bound troops and tanks.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Ablative Ground Armour Ablative Ground Armour

Ablative Ground Armour protects planet-bound troops and tanks.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Super-Dense Ground Armour Super-Dense Ground Armour

Super-Dense Ground Armour protects planet-bound troops and tanks.

Era: 6

Cost: Duranium 12800, Titanium 12800, Electronics 12800, Credits 12800, Work 324

Requirements

Modifiers


Targeting Systems Targeting Systems

Targeting Systems increase the chances of a ground-based weapon to actually hit the target it was aimed at.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Automatic Targeting Systems Automatic Targeting Systems

Automatic Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.

Era: 2

Cost: Duranium 1200, Titanium 1200, Electronics 1200, Credits 1200, Work 64

Requirements

Modifiers

Required For


Advanced Targeting Systems Advanced Targeting Systems

Advanced Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


AI Targeting Systems AI Targeting Systems

AI Targeting Systems increase the chances of a weapon to actually hit the target it was aimed at.

Era: 6

Cost: Duranium 19200, Titanium 19200, Electronics 19200, Credits 19200, Work 529

Requirements

Modifiers


Space Armour Plating Space Armour Plating

Space Armour Plating protects space ships and fighters.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Advanced Armour Plating Advanced Armour Plating

Advanced Armour Plating protects space ships and fighters.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Sturdy Armour Plating Sturdy Armour Plating

Sturdy Armour Plating protects space ships and fighters.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Reflective Armour Plating Reflective Armour Plating

Reflective Armour Plating protects space ships and fighters.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Ablative Armour Plating Ablative Armour Plating

Ablative Armour Plating protects space ships and fighters.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 225

Requirements

Modifiers

Required For


Polarised Armour Plating Polarised Armour Plating

Polarised Armour Plating protects space ships and fighters.

Era: 6

Cost: Duranium 12800, Titanium 12800, Electronics 12800, Credits 12800, Work 324

Requirements

Modifiers

Required For


Super-Dense Armour Plating Super-Dense Armour Plating

Super-Dense Armour Plating protects space ships and fighters.

Era: 6

Cost: Duranium 12800, Titanium 12800, Electronics 12800, Credits 12800, Work 324

Requirements

Modifiers


Advanced Navigation Systems Advanced Navigation Systems

Advanced Navigation Systems allow ships to get where there are going faster.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Enhanced Navigation Database Enhanced Navigation Database

Enhanced Navigation Database allow ships to get where there are going faster.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers


Advanced Passive Sensors Advanced Passive Sensors

Advanced Passive Sensors increase the accuracy of weapon systems.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 100

Requirements

Modifiers

Required For


Advanced Active Sensors Advanced Active Sensors

Advanced Active Sensors increase the accuracy of weapon systems.

Era: 3

Cost: Duranium 2400, Titanium 2400, Electronics 2400, Credits 2400, Work 225

Requirements

Modifiers

Required For


Pulse Sensors Pulse Sensors

Pulse Sensors increase the accuracy of weapon systems.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 324

Requirements

Modifiers

Required For


Gravimetric Sensors Gravimetric Sensors

Gravimetric Sensors increase the accuracy of weapon systems.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 400

Requirements

Modifiers


Advanced Construction Support Advanced Construction Support

Advanced Construction Support increases production speed of buildings.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Automated Construction Support Automated Construction Support

Automated Construction Support increases production speed of buildings.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Construction Robots Construction Robots

Construction Robots increases production speed of buildings.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers


Advanced Production Support Advanced Production Support

Advanced Production Support increases production speed of resources and fuel.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 324

Requirements

Modifiers

Required For


Automated Production Support Automated Production Support

Automated Production Support increases production speed of resources and fuel.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 400

Requirements

Modifiers

Required For


Production Robots Production Robots

Production Robots increases production speed of resources and fuel.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 529

Requirements

Modifiers


Advanced Fabrication Support Advanced Fabrication Support

Advanced Fabrication Support increases production speed of ground units and ships.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Automated Fabrication Support Automated Fabrication Support

Automated Fabrication Support increases production speed of ground units and ships.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Fabrication Robots Fabrication Robots

Fabrication Robots increases production speed of ground units and ships.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers


Impulse Drive Impulse Drive

Ships usually use an Impulse Drive to propel themselves inside of a solar system. It is ideal for covering (astronomically speaking) small distances.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Warp Drive Warp Drive

A Warp Drive allows ships to warp space, allowing them to travel faster-than-light.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Advanced Warp Drive Advanced Warp Drive

An Advanced Warp Drive is faster than a regular Warp Drive.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


Planetary Colonisation Planetary Colonisation

Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Advanced Automation Advanced Automation

Advanced Automation allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Neuro-Electric Automation Neuro-Electric Automation

Neuro-Electric Automation allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Neuro-Intelligent Systems Neuro-Intelligent Systems

Neuro-Intelligent Systems allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 64

Requirements

Required For


Artificial Neuro-Circuitry Artificial Neuro-Circuitry

Artificial Neuro-Circuitry allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


True Artificial Intelligence True Artificial Intelligence

True Artificial Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 169

Requirements

Required For


Mobile Ground Armour Mobile Ground Armour

Mobile Ground Armour protects planet-bound troops and tanks.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Ultra Light Ground Armour Ultra Light Ground Armour

Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 100

Requirements

Modifiers

Required For


Reflective Ground Armour Reflective Ground Armour

Reflective Ground Armour protects planet-bound troops and tanks.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Ablative Ground Armour Ablative Ground Armour

Ablative Ground Armour protects planet-bound troops and tanks.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Targeting Systems Targeting Systems

Targeting Systems increase the chances of a ground-based weapon to actually hit the target it was aimed at.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Automatic Targeting Systems Automatic Targeting Systems

Automatic Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.

Era: 2

Cost: Duranium 1200, Titanium 1200, Electronics 1200, Credits 1200, Work 64

Requirements

Modifiers

Required For


Advanced Targeting Systems Advanced Targeting Systems

Advanced Targeting Systems increase the chances of a fighter-based weapon to actually hit the target it was aimed at.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


AI Targeting Systems AI Targeting Systems

AI Targeting Systems increase the chances of a weapon to actually hit the target it was aimed at.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 400

Requirements

Modifiers


Space Armour Plating Space Armour Plating

Space Armour Plating protects space ships and fighters.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Advanced Armour Plating Advanced Armour Plating

Advanced Armour Plating protects space ships and fighters.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Sturdy Armour Plating Sturdy Armour Plating

Sturdy Armour Plating protects space ships and fighters.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Reflective Armour Plating Reflective Armour Plating

Reflective Armour Plating protects space ships and fighters.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Ablative Armour Plating Ablative Armour Plating

Ablative Armour Plating protects space ships and fighters.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 225

Requirements

Modifiers

Required For


Polarised Armour Plating Polarised Armour Plating

Polarised Armour Plating protects space ships and fighters.

Era: 6

Cost: Duranium 12800, Titanium 12800, Electronics 12800, Credits 12800, Work 324

Requirements

Modifiers


Advanced Navigation Systems Advanced Navigation Systems

Advanced Navigation Systems allow ships to get where there are going faster.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Enhanced Navigation Database Enhanced Navigation Database

Enhanced Navigation Database allow ships to get where there are going faster.

Era: 3

Cost: Duranium 2400, Titanium 2400, Electronics 2400, Credits 2400, Work 100

Requirements

Modifiers

Required For


AI Guided Navigation AI Guided Navigation

AI Guided Navigation allow ships to get where there are going faster.

Era: 6

Cost: Duranium 19200, Titanium 19200, Electronics 19200, Credits 19200, Work 324

Requirements

Modifiers


Advanced Passive Sensors Advanced Passive Sensors

Advanced Passive Sensors increase the accuracy of weapon systems.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 100

Requirements

Modifiers

Required For


Advanced Active Sensors Advanced Active Sensors

Advanced Active Sensors increase the accuracy of weapon systems.

Era: 3

Cost: Duranium 2400, Titanium 2400, Electronics 2400, Credits 2400, Work 225

Requirements

Modifiers

Required For


Pulse Sensors Pulse Sensors

Pulse Sensors increase the accuracy of weapon systems.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 324

Requirements

Modifiers

Required For


Gravimetric Sensors Gravimetric Sensors

Gravimetric Sensors increase the accuracy of weapon systems.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 400

Requirements

Modifiers

Required For


AI Supported Sensors AI Supported Sensors

AI Supported Sensors increase the accuracy of weapon systems.

Era: 6

Cost: Duranium 19200, Titanium 19200, Electronics 19200, Credits 19200, Work 529

Requirements

Modifiers


Advanced Construction Support Advanced Construction Support

Advanced Construction Support increases production speed of buildings.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Automated Construction Support Automated Construction Support

Automated Construction Support increases production speed of buildings.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Construction Robots Construction Robots

Construction Robots increases production speed of buildings.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers


Advanced Production Support Advanced Production Support

Advanced Production Support increases production speed of resources and fuel.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 324

Requirements

Modifiers

Required For


Automated Production Support Automated Production Support

Automated Production Support increases production speed of resources and fuel.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 400

Requirements

Modifiers

Required For


Production Robots Production Robots

Production Robots increases production speed of resources and fuel.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 529

Requirements

Modifiers


Advanced Fabrication Support Advanced Fabrication Support

Advanced Fabrication Support increases production speed of ground units and ships.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Automated Fabrication Support Automated Fabrication Support

Automated Fabrication Support increases production speed of ground units and ships.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Fabrication Robots Fabrication Robots

Fabrication Robots increases production speed of ground units and ships.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers


Impulse Drive Impulse Drive

Ships usually use an Impulse Drive to propel themselves inside of a solar system. It is ideal for covering (astronomically speaking) small distances.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Warp Drive Warp Drive

A Warp Drive allows ships to warp space, allowing them to travel faster-than-light.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Advanced Warp Drive Advanced Warp Drive

An Advanced Warp Drive is faster than a regular Warp Drive.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


Planetary Colonisation Planetary Colonisation

Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Advanced Automation Advanced Automation

Advanced Automation allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Neuro-Electric Automation Neuro-Electric Automation

Neuro-Electric Automation allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Neuro-Intelligent Systems Neuro-Intelligent Systems

Neuro-Intelligent Systems allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 64

Requirements

Required For


Artificial Neuro-Circuitry Artificial Neuro-Circuitry

Artificial Neuro-Circuitry allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


True Artificial Intelligence True Artificial Intelligence

True Artificial Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 169

Requirements

Required For


Mobile Ground Armour Mobile Ground Armour

Mobile Ground Armour protects planet-bound troops and tanks.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Ultra Light Ground Armour Ultra Light Ground Armour

Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 100

Requirements

Modifiers

Required For


Reflective Ground Armour Reflective Ground Armour

Reflective Ground Armour protects planet-bound troops and tanks.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Ablative Ground Armour Ablative Ground Armour

Ablative Ground Armour protects planet-bound troops and tanks.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Targeting Systems Targeting Systems

Targeting Systems increase the chances of a ground-based weapon to actually hit the target it was aimed at.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Automatic Targeting Systems Automatic Targeting Systems

Automatic Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.

Era: 2

Cost: Duranium 1200, Titanium 1200, Electronics 1200, Credits 1200, Work 64

Requirements

Modifiers

Required For


Advanced Targeting Systems Advanced Targeting Systems

Advanced Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


AI Targeting Systems AI Targeting Systems

AI Targeting Systems increase the chances of a weapon to actually hit the target it was aimed at.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 400

Requirements

Modifiers


Space Armour Plating Space Armour Plating

Space Armour Plating protects space ships and fighters.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Advanced Armour Plating Advanced Armour Plating

Advanced Armour Plating protects space ships and fighters.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Sturdy Armour Plating Sturdy Armour Plating

Sturdy Armour Plating protects space ships and fighters.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Reflective Armour Plating Reflective Armour Plating

Reflective Armour Plating protects space ships and fighters.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Ablative Armour Plating Ablative Armour Plating

Ablative Armour Plating protects space ships and fighters.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 225

Requirements

Modifiers

Required For


Polarised Armour Plating Polarised Armour Plating

Polarised Armour Plating protects space ships and fighters.

Era: 6

Cost: Duranium 12800, Titanium 12800, Electronics 12800, Credits 12800, Work 324

Requirements

Modifiers


Advanced Navigation Systems Advanced Navigation Systems

Advanced Navigation Systems allow ships to get where there are going faster.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Enhanced Navigation Database Enhanced Navigation Database

Enhanced Navigation Database allow ships to get where there are going faster.

Era: 3

Cost: Duranium 2400, Titanium 2400, Electronics 2400, Credits 2400, Work 100

Requirements

Modifiers

Required For


AI Guided Navigation AI Guided Navigation

AI Guided Navigation allow ships to get where there are going faster.

Era: 6

Cost: Duranium 19200, Titanium 19200, Electronics 19200, Credits 19200, Work 324

Requirements

Modifiers


Advanced Passive Sensors Advanced Passive Sensors

Advanced Passive Sensors increase the accuracy of weapon systems.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 100

Requirements

Modifiers

Required For


Advanced Active Sensors Advanced Active Sensors

Advanced Active Sensors increase the accuracy of weapon systems.

Era: 3

Cost: Duranium 2400, Titanium 2400, Electronics 2400, Credits 2400, Work 225

Requirements

Modifiers

Required For


Pulse Sensors Pulse Sensors

Pulse Sensors increase the accuracy of weapon systems.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 324

Requirements

Modifiers

Required For


Gravimetric Sensors Gravimetric Sensors

Gravimetric Sensors increase the accuracy of weapon systems.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 400

Requirements

Modifiers

Required For


AI Supported Sensors AI Supported Sensors

AI Supported Sensors increase the accuracy of weapon systems.

Era: 6

Cost: Duranium 19200, Titanium 19200, Electronics 19200, Credits 19200, Work 529

Requirements

Modifiers


Advanced Construction Support Advanced Construction Support

Advanced Construction Support increases production speed of buildings.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Automated Construction Support Automated Construction Support

Automated Construction Support increases production speed of buildings.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Construction Robots Construction Robots

Construction Robots increases production speed of buildings.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers


Advanced Production Support Advanced Production Support

Advanced Production Support increases production speed of resources and fuel.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 324

Requirements

Modifiers

Required For


Automated Production Support Automated Production Support

Automated Production Support increases production speed of resources and fuel.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 400

Requirements

Modifiers

Required For


Production Robots Production Robots

Production Robots increases production speed of resources and fuel.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 529

Requirements

Modifiers


Advanced Fabrication Support Advanced Fabrication Support

Advanced Fabrication Support increases production speed of ground units and ships.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Automated Fabrication Support Automated Fabrication Support

Automated Fabrication Support increases production speed of ground units and ships.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Fabrication Robots Fabrication Robots

Fabrication Robots increases production speed of ground units and ships.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers


Impulse Flight Impulse Flight

Ships usually use an Impulse Flight to propel themselves inside of a solar system. It is ideal for covering (astronomically speaking) small distances.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Warp Flight Warp Flight

Warp Flight allows ships to warp space, allowing them to travel faster-than-light.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Advanced Warp Flight Advanced Warp Flight

Advanced Warp Flight is faster than regular Warp Flight.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


Planetary Colonisation Planetary Colonisation

Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Hive Communication Hive Communication

Hive Communication allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 9

Requirements

Required For


Swarm Suggestion Swarm Suggestion

Swarm Suggestion allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 25

Requirements

Required For


Swarm Direction Swarm Direction

Swarm Direction allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 64

Requirements

Required For


Hive Mind Hive Mind

Hive Mind allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 100

Requirements

Required For


True Swarm Intelligence True Swarm Intelligence

True Swarm Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 169

Requirements

Required For


Mobile Ground Armour Mobile Ground Armour

Mobile Ground Armour protects planet-bound troops and tanks.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Ultra Light Ground Armour Ultra Light Ground Armour

Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 100

Requirements

Modifiers

Required For


Reflective Ground Armour Reflective Ground Armour

Reflective Ground Armour protects planet-bound troops and tanks.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Ablative Ground Armour Ablative Ground Armour

Ablative Ground Armour protects planet-bound troops and tanks.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Evolved Aim Evolved Aim

Evolved Aim increase the chances of a ground-based weapon to actually hit the target it was aimed at.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Advanced Evolved Aim Advanced Evolved Aim

Advanced Evolved Aim increase the chances of a ship-based weapon to actually hit the target it was aimed at.

Era: 2

Cost: Duranium 1200, Titanium 1200, Electronics 1200, Credits 1200, Work 64

Requirements

Modifiers

Required For


Swarm Assisted Aim Swarm Assisted Aim

Swarm Assisted Aim increase the chances of a fighter-based weapon to actually hit the target it was aimed at.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Swarm Supported Aim Swarm Supported Aim

Swarm Supported Aim increase the chances of a weapon to actually hit the target it was aimed at.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 400

Requirements

Modifiers


Space Armour Space Armour

Space Armour protects space ships and fighters.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 25

Requirements

Modifiers

Required For


Advanced Space Armour Advanced Space Armour

Advanced Space Armour protects space ships and fighters.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Sturdy Space Armour Sturdy Space Armour

Sturdy Space Armour protects space ships and fighters.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Reflective Space Armour Reflective Space Armour

Reflective Space Armour protects space ships and fighters.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 169

Requirements

Modifiers

Required For


Ablative Space Armour Ablative Space Armour

Ablative Space Armour protects space ships and fighters.

Era: 5

Cost: Duranium 6400, Titanium 6400, Electronics 6400, Credits 6400, Work 225

Requirements

Modifiers

Required For


Evolved Space Armour Evolved Space Armour

Evolved Space Armour protects space ships and fighters.

Era: 6

Cost: Duranium 12800, Titanium 12800, Electronics 12800, Credits 12800, Work 324

Requirements

Modifiers


Advanced Navigation Capabilities Advanced Navigation Capabilities

Advanced Navigation Capabilities allow ships to get where there are going faster.

Era: 2

Cost: Duranium 800, Titanium 800, Electronics 800, Credits 800, Work 64

Requirements

Modifiers

Required For


Swarm Assisted Navigation Swarm Assisted Navigation

Swarm Assisted Navigation allow ships to get where there are going faster.

Era: 3

Cost: Duranium 2400, Titanium 2400, Electronics 2400, Credits 2400, Work 100

Requirements

Modifiers

Required For


Swarm Guided Navigation Swarm Guided Navigation

Swarm Guided Navigation allow ships to get where there are going faster.

Era: 6

Cost: Duranium 19200, Titanium 19200, Electronics 19200, Credits 19200, Work 324

Requirements

Modifiers


Advanced Passive Senses Advanced Passive Senses

Advanced Passive Senses increase the accuracy of weapon systems.

Era: 1

Cost: Duranium 200, Titanium 200, Electronics 200, Credits 200, Work 100

Requirements

Modifiers

Required For


Advanced Active Senses Advanced Active Senses

Advanced Active Senses increase the accuracy of weapon systems.

Era: 3

Cost: Duranium 2400, Titanium 2400, Electronics 2400, Credits 2400, Work 225

Requirements

Modifiers

Required For


Evolved Senses Evolved Senses

Evolved Senses increase the accuracy of weapon systems.

Era: 4

Cost: Duranium 3200, Titanium 3200, Electronics 3200, Credits 3200, Work 324

Requirements

Modifiers

Required For


Gravimetric Senses Gravimetric Senses

Gravimetric Senses increase the accuracy of weapon systems.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 400

Requirements

Modifiers

Required For


Swarm Supported Senses Swarm Supported Senses

Swarm Supported Senses increase the accuracy of weapon systems.

Era: 6

Cost: Duranium 19200, Titanium 19200, Electronics 19200, Credits 19200, Work 529

Requirements

Modifiers


Advanced Construction Support Advanced Construction Support

Advanced Construction Support increases production speed of buildings.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Assisted Construction Support Assisted Construction Support

Assisted Construction Support increases production speed of buildings.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Construction Swarm Construction Swarm

Construction Swarm increases production speed of buildings.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers


Advanced Production Support Advanced Production Support

Advanced Production Support increases production speed of resources and fuel.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 324

Requirements

Modifiers

Required For


Assisted Production Support Assisted Production Support

Assisted Production Support increases production speed of resources and fuel.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 400

Requirements

Modifiers

Required For


Production Swarm Production Swarm

Production Swarm increases production speed of resources and fuel.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 529

Requirements

Modifiers


Advanced Fabrication Support Advanced Fabrication Support

Advanced Fabrication Support increases production speed of ground units and ships.

Era: 3

Cost: Duranium 1600, Titanium 1600, Electronics 1600, Credits 1600, Work 100

Requirements

Modifiers

Required For


Assisted Fabrication Support Assisted Fabrication Support

Assisted Fabrication Support increases production speed of ground units and ships.

Era: 4

Cost: Duranium 4800, Titanium 4800, Electronics 4800, Credits 4800, Work 169

Requirements

Modifiers

Required For


Fabrication Swarm Fabrication Swarm

Fabrication Swarm increases production speed of ground units and ships.

Era: 5

Cost: Duranium 9600, Titanium 9600, Electronics 9600, Credits 9600, Work 225

Requirements

Modifiers





Traits

Commercial Commercial

A race with a Commercial trait will have advantages in taxation.

Requirements

Modifiers


Economical Economical

A race with an Economical trait will have advantages in maintenance fees.

Requirements

Modifiers


Geological Geological

A race with a Geological trait will have advantages in the production of metals, minerals and fuel.

Requirements

Modifiers


Innovative Innovative

A race with an Innovative trait will have advantages to their ships' speed.

Requirements

Modifiers


Intelligent Intelligent

A race with an Intelligent trait will have advantages in research.

Requirements

Modifiers


Aggressive Aggressive

A race with an Aggressive trait will have advantages in their ships' weaponry.

Requirements

Modifiers


Defensive Defensive

A race with a Defensive trait will have advantages in their ships' armour.

Requirements

Modifiers


Strong Strong

A race with a Strong trait will have advantages in their ground units' weaponry.

Requirements

Modifiers


Regenerative Regenerative

A race with a Regenerative trait will allow their units to repair or heal themselves more quickly during a battle.

Requirements

Modifiers





Units

Ares Class Assault Transport Ares Class Assault Transport

The lightly armed Ares transport is the fasted way to bring Alliance troops into battle. It is suitable for planetary assaults, but should always be protected by stronger warships.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Hermes Class Frigate Hermes Class Frigate

Terra's smallest warship, the Hermes Class Frigate is also the fastest ship in the Alliance's armada. Equipped with six light guns to counter enemy fighters and small ships, its main 56mm gun packs enough punch to threaten medium sized ships.

Requirements

Cost

Built In

Defence

Offence

Propulsion

Propulsion


Apollo Class Destroyer Apollo Class Destroyer

The Apollo Class Destroyer is the main workhorse of the Terran navy. Eight medium guns and four large siege cannons, combined with a reinforced hull, make this vessel into a serious threat to anyone threatening the sovereignty of the Alliance.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Zeus Class Heavy Cruiser Zeus Class Heavy Cruiser

The heavy hitter in the navy of Terra, the Zeus Class Heavy Cruiser has an awesome amount of fire power and a very thick hide. Four point defence guns even provide protection against fighter attacks, allowing the heavy cruiser to run missions without an escort. In larger battle groups, the heavy cruiser is used in support of the more offensive-oriented battle cruisers and battleships.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Athena Class Battle Cruiser Athena Class Battle Cruiser

Terra's first front-line warship, the Athena Class Battle Cruiser can hit an enemy hard and fast. Powerful engines and a full broadside of heavy weaponry make her a fierce opponent in any confrontation.

Requirements

Cost

Built In

Defence

Offence

Propulsion

Propulsion


Hades Class Battleship Hades Class Battleship

The backbone of the Terran Alliance navy, Hades Class Battleships can take on almost any other warship in the known galaxy. With their large force of ground troops, they can single-handedly conquer and occupy entire star systems.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Troop Transport Troop Transport

A standard troop transport vessel.

Requirements

Cost

Built In

Storage

Defence

Propulsion

Propulsion


Colony Ship Colony Ship

A ship specialised in planetary colonisation.

Requirements

Cost

Built In

Defence

Propulsion

Propulsion


Dakiro Class Scout Dakiro Class Scout

The Dakiro Class Scout is the Powolian Conglomerate's exploration ship. It is lightly armoured, and only has six low-powered laser weapons. Its speed, however, is almost unrivalled. Like any Powolian ship, its reflective armour is especially effective against other laser based weaponry.

Requirements

Cost

Built In

Defence

Offence

Propulsion

Propulsion


Shenktu Class Destroyer Shenktu Class Destroyer

Assault, defence, escort duty: The Shenktu Class Destroyer is a versatile ship. It only has light armour, but its shields make up for it. Eight battle lasers provide the necessary fire power for most situations.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Sorutu Class Light Cruiser Sorutu Class Light Cruiser

Although called Light Cruisers, Sorutu Class ships have the strongest armour of all Powolian warships except the Korima Carrier. In the heat of battle, they can take quite a beating - and dish out on the same level.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Korima Class Assault Carrier Korima Class Assault Carrier

The Korima Class Assault Carrier is not just a launch base for Powolian fighters, it is a capital warship in its own right. Massive shields and powerful lasers will quickly teach anyone a lesson who thinks that without its fighters, the carrier is harmless. Fully stocked with fighters, the assault carrier is a mighty force indeed.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Fashika Class Interceptor Fashika Class Interceptor

The Fashika Class Interceptor is the principal fighter of the Powolian Conglomerate. A single one of these interceptors is probably not a huge threat to an enemy warship. A whole squadron of them is an entirely different matter. And even a single interceptor can be deadly against enemy fighters.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Troop Transport Troop Transport

A standard troop transport vessel.

Requirements

Cost

Built In

Storage

Defence

Propulsion

Propulsion


Colony Ship Colony Ship

A ship specialised in planetary colonisation.

Requirements

Cost

Built In

Defence

Propulsion

Propulsion


Victory Class Assault Frigate Victory Class Assault Frigate

Delicate ship designs are not for the Riszil Empire. Even their smallest warship, the Victory Class Assault Frigate, is a hulk of armour. Its speed is not going to break any record soon, but running is not in the Riszil vocabulary anyway.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Assertion Class Cruiser Assertion Class Cruiser

Even enemy battleships tremble at the sight of the Assertion Class Cruiser. Superior armour and massive armaments are the Riszil answer to the fancy ship designs of other species.

Requirements

Cost

Built In

Defence

Offence

Propulsion

Propulsion


Subjugation Class Battleship Subjugation Class Battleship

The Subjugation Class Battleship is even more heavily armoured than the and the . It also has vastly improved fire power. Any enemy would need a whole fleet of ships to stop a Riszil Empire battleship.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Glory Class Dreadnaught Glory Class Dreadnaught

The Glory Class Dreadnaught is the pinnacle of Riszil ship design. It is more akin to a floating fortress than a ship. Massive armour and additional shielding, plus a whole array of heavy laser batteries probably make it the biggest, meanest ship in the galaxy.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Troop Transport Troop Transport

A standard troop transport vessel.

Requirements

Cost

Built In

Storage

Defence

Propulsion

Propulsion


Colony Ship Colony Ship

A ship specialised in planetary colonisation.

Requirements

Cost

Built In

Defence

Propulsion

Propulsion


To'lakatoma Class Scout Carrier To'lakatoma Class Scout Carrier

The Tomaratanian Republic prefers carriers and clouds of fighters over slow and inflexible warships. Even their smallest scout ship can carry fighters. The carrier itself might not be as nimble as the fighters it carries, but it is by no means a lame duck, either.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


To'rikatola Class Light Carrier To'rikatola Class Light Carrier

The To'rikatola is a light carrier. 'Light', however, is a relative term. Reinforced armour that would befit a destroyer class ship, and interceptor guns that provide additional shielding make sure that its fighter complement has a place to return to after a battle.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


To'pomasub Class Battle Carrier To'pomasub Class Battle Carrier

Even if the Tomaratanian Republic does not believe in battleships, the To'pomasub Class Battle Carrier comes rather close. Heavy armour and and impressive weapons array make it a force to be reckoned with, even ignoring its fighter load. Actually ignoring its fighter load would be a very deadly mistake, however.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Dfa'mma Class Assault Fighter Dfa'mma Class Assault Fighter

The Dfa'mma Class Assault Fighter is the main Tomaratanian fighter. It is light, yet has the teeth to cause an enemy ship's captain an immediate headache.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Dfa'rhol Class Support Fighter Dfa'rhol Class Support Fighter

The Dfa'rhol Class Support Fighter is a heavier version of the Dfa'mma. Its larger, but slower, laser gun is better suited to target structures than fast moving targets. Yet it still can be used successfully against other ships.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Dfe'ja Class Assault Bomber Dfe'ja Class Assault Bomber

Enemy structures, both orbital and planet bound, are the target of choice for the Dfe'ja Class Assault Bomber. Its lower speed and cumbersome weapons make it vulnerable to enemy fighters, so an escort is usually in order to make sure the Dfe'ja reaches its target and causes as much mayhem as it should.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Troop Transport Troop Transport

A standard troop transport vessel.

Requirements

Cost

Built In

Storage

Defence

Propulsion

Propulsion


Colony Ship Colony Ship

A ship specialised in planetary colonisation.

Requirements

Cost

Built In

Defence

Propulsion

Propulsion


Csir Class Gunship Csir Class Gunship

The Rukhara Commonwealth's best shipyards turn out Csir Class Gunships whenever there is a need to defend their planets. They are reasonably cheap, but can really hurt an enemy ship if their missiles reach their target.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Sforssa Class Frigate Sforssa Class Frigate

Sforssa Class Frigates are support ships, designed to give their more offensive sister ships additional point defence capabilities against enemy fighters or missiles. They only have a single torpedo tube, limiting their own offensive capabilities to the bare minimum.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Zemessan Class Cruiser Zemessan Class Cruiser

If a lacks the fire power for some situation, it is time to pull the Zemessan Class Cruiser out of mothball. These huge mobile torpedo platforms have stopped many an invading fleet literally dead in their tracks before the enemy even got close enough to fire a shot of their own.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Fazzami Class Battle Cruiser Fazzami Class Battle Cruiser

Let it not be said that the Ruhkara Commonwealth does not have the will to fight for its interests: The Fazzami Class Battle Cruiser is obvious proof to the contrary. Heavy gun emplacements in addition to the usual long-range missile and torpedo barrage make this ship a serious threat to other front-line warships.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Troop Transport Troop Transport

A standard troop transport vessel.

Requirements

Cost

Built In

Storage

Defence

Propulsion

Propulsion


Colony Ship Colony Ship

A ship specialised in planetary colonisation.

Requirements

Cost

Built In

Defence

Propulsion

Propulsion


Guardian Guardian

The Laghni Swarm requires protection for their hatcheries, and for their ever advancing brethren. That is where the Guardians come in - they protect the swarm against its enemies. And since those are plenty, the Guardian needs a thick hide and a strong bite.

Requirements

Cost

Built In

Defence

Offence

Propulsion

Propulsion


Aggressor Aggressor

Laghni Swarm Aggressors are large creatures perfect for protecting the swarm's newer and more forward holdings. They are even stronger than their relatives, if a tad less agile.

Requirements

Cost

Built In

Defence

Offence

Propulsion

Propulsion


Hiveship Hiveship

A Laghni Swarm Hiveship is quite something. For one thing, it is huge. For another, it is teeming with live. It can hold a staggering amount of fighters and ground assault creatures. A Hiveship's direct offensive capabilities are very limited, but that is not its purpose.

Requirements

Cost

Built In

Storage

Defence

Offence

Propulsion

Propulsion


Scourge Scourge

Laghni fighters can literally be a Scourge to any opposing force. A single fighter is weak on its own, but in huge numbers they can rip even the best armoured ships to shreds.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Troop Transport Flyer Troop Transport Flyer

A standard troop transport vessel.

Requirements

Cost

Built In

Storage

Defence

Propulsion

Propulsion


Spawning Flyer Spawning Flyer

A ship specialised in planetary colonisation.

Requirements

Cost

Built In

Defence

Propulsion

Propulsion


Weasel Anti-Personnel Tank Weasel Anti-Personnel Tank

Anti-personnel tanks for protection against enemy infantry.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Cobra Anti-Air Tank Cobra Anti-Air Tank

Anti-air defence tanks for protection against enemy fighters.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Lion Artillery Tank Lion Artillery Tank

Artillery tanks, used to bombard enemy positions from a distance.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Shock Troops Shock Troops

Mobile infantry units, used to man defensive positions and to quickly get the drop on an unsuspecting enemy.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Tadoma Scout Walker Tadoma Scout Walker

Light mechanical walker units, deployed for scouting, reconnaissance and skirmishing.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Satomi Combat Walker Satomi Combat Walker

Heavy assault walkers, the Powolians' main ground combat unit.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Ladiro Siege Walker Ladiro Siege Walker

Support units, equipped with siege armament.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Mobile Anti-Air Troopers Mobile Anti-Air Troopers

Infantry units, armed with special anti-air lasers to protect the heavier troops from threats from above.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Protector Anti-Air Tank Protector Anti-Air Tank

Anti-air tanks that can protect other tanks from air raids.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Executor Assault Tank Executor Assault Tank

Heavy tanks, used to finish off defenders and enemy assault troops.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Silencer Siege Tank Silencer Siege Tank

Super heavy tanks, used to bombard enemy positions and to crush entrenched defences.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Elite Guard Troop Elite Guard Troop

Mobile infantry units, used to man defensive positions and to quickly get the drop on an unsuspecting enemy.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Dja'ma'ros Anti-Air Walker Dja'ma'ros Anti-Air Walker

Light anti-air tanks, used to protect other units against fighter craft.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Djo're'ta Siege Walker Djo're'ta Siege Walker

Mechanical siege walkers, effective against armoured units and buildings.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Republican Protection Trooper Republican Protection Trooper

Heavy infantry units, used to defend against enemy armoured units.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Republican Trooper Republican Trooper

Mobile infantry units, used to man defensive positions and to quickly get the drop on an unsuspecting enemy.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Tsarri Scout Walker Tsarri Scout Walker

Light mechanical walkers, used to soften up defenders and to keep enemy assault troops at bay.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Leffiszo Heavy Tank Leffiszo Heavy Tank

Heavy tanks, used to finish off defenders and enemy assault troops.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Ferrowa Field Artillery Ferrowa Field Artillery

Heavy missile walkers, effective against structures and fighters both, but less effective against ground forces.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Mercenary Troops Mercenary Troops

Mobile infantry units, used to man defensive positions and to quickly get the drop on an unsuspecting enemy.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Grave Bug Grave Bug

Poison spitting creatures, deadly against any living being.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Devourer Bug Devourer Bug

Heavy creatures, used to finish off defenders and enemy assault troops.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Spit Bug Spit Bug

Heavy creatures that can spit slow-flying balls of burning plasma over long distances.

Requirements

Cost

Built In

Defence

Offence

Propulsion


Mandible Bug Mandible Bug

Mobile infantry units, used to man defensive positions and to quickly get the drop on an unsuspecting enemy.

Requirements

Cost

Built In

Defence

Offence

Propulsion