At the Construction Yard, all planetary buildings are constructed.
Speed: 10 /
The Duranium Mine extracts all raw resources required for from the soil, and processes them into the final product.
The Titanium Mine extracts from the ground and purifies it.
The Electronics Factory produces for almost any purpose.
At the Research Lab, scientists try to unlock some of the remaining secrets of the universe and work on research projects.
The Trillium 40 Mine extracts raw fuel from ground, air and water. It is required for building star ships.
Raw fuel from the mines is refined and purified at the Trillium 40 Refinery.
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.
A specialised weapons factory for heavy weaponry, the Gun Factory is required to build the strongest ships and ground troops.
The Barracks is required to train infantry ground units.
The War Plant is required to build armoured ground units.
A Planetary Shipyard can create small and medium sized ships.
Speed: 10 /
The Planetary Defence Installation is a light defensive structure against both space and ground assaults.
The Fortress is a strong defensive structure against both space and ground assaults.
At the Construction Yard, all planetary buildings are constructed.
Speed: 10 /
The Duranium Mine extracts all raw resources required for from the soil, and processes them into the final product.
The Titanium Mine extracts from the ground and purifies it.
The Electronics Factory produces for almost any purpose.
At the Science Hub, scientists try to unlock some of the remaining secrets of the universe and work on research projects.
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.
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.
The Barracks is required to train infantry ground units.
The War Plant is required to build armoured ground units.
A Planetary Shipyard can create small and medium sized ships.
The Ground Cannon is a light defensive structure against both space and ground assaults.
The Keep is a strong defensive structure against both space and ground assaults.
The Diplomatic Station facilitates cultural exchange and communication.
At the Construction Yard, all planetary buildings are constructed.
Speed: 10 /
The Duranium Mine extracts all raw resources required for from the soil, and processes them into the final product.
The Titanium Mine extracts from the ground and purifies it.
The Electronics Factory produces for almost any purpose.
At the Listening Post, Riszil spies intercept the research and development efforts of their enemies and work on research projects.
The Trillium 40 Mine extracts raw fuel from ground, air and water. It is required for building star ships.
Raw fuel from the mines is refined and purified at the Trillium 40 Refinery.
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.
A specialised weapons factory for heavy weaponry, the Heavy Weapons Factory is required to build the strongest ships and ground troops.
The Training Yard is required to train infantry ground units.
The War Plant is required to build armoured ground units.
A Planetary Shipyard can create small and medium sized ships.
The Protection Fortress is a strong defensive structure against both space and ground assaults.
The Labour Camp provides the manpower for advanced starship construction projects.
Speed: 5 /
At the Construction Yard, all planetary buildings are constructed.
Speed: 10 /
The Duranium Mine extracts all raw resources required for from the soil, and processes them into the final product.
The Titanium Mine extracts from the ground and purifies it.
The Electronics Factory produces for almost any purpose.
The Marine Extractor extracts all raw resources required for and from the ocean, and processes them into the final product.
At the Research Lab, scientists try to unlock some of the remaining secrets of the universe and work on research projects.
The Trillium 40 Mine extracts raw fuel from ground, air and water. It is required for building star ships.
Raw fuel from the mines is refined and purified at the Trillium 40 Refinery.
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.
A specialised weapons factory for heavy weaponry, the Laser Factory is required to build the strongest ships and ground troops.
The Combat School is required to train infantry ground units.
The Machinery Plant is required to build armoured ground units as well as small and medium sized ships.
Speed: 10 /
The Embedded Defence is a light defensive structure against both space and ground assaults.
The Fortified Position is a strong defensive structure against both space and ground assaults.
At the Construction Yard, all planetary buildings are constructed.
Speed: 10 /
The Duranium/Titanium Mine extracts all raw resources required for both and from the soil, and processes them into the final product.
The Electronics Factory produces for almost any purpose.
At the Patent Office, scientists can register their discoveries and inventions required for working on research projects.
The Trillium 40 Mine extracts raw fuel from ground, air and water. It is required for building star ships.
Raw fuel from the mines is refined and purified at the Trillium 40 Refinery.
The Foundry processes both and to increase quality and purity.
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.
A specialised weapons factory for heavy weaponry, the Missile Factory is required to build the strongest ships and ground troops.
The Recruitment Office is required to train infantry ground units.
The War Factory is required to build armoured ground units.
A Spaceport can create small and medium sized ships.
The Tactical Position is a light defensive structure against both space and ground assaults.
The Alissma Class Support Position is a strong defensive structure against both space and ground assaults.
At the Spawning Cluster, all planetary buildings are created.
Speed: 10 /
The Duranium Extractor extracts all raw resources required for from the soil, and processes them into the final product.
The Titanium Extractor extracts from the ground and purifies it.
The Neuro-Electronics Factory produces neuro- for almost any purpose.
At the Genetics Pool, scientists try to unlock some of the remaining secrets of the universe and work on research projects.
The Trillium 40 Extractor extracts raw fuel from ground, air and water. It is required for building star ships.
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.
Specialised in producing advanced offensive techniques, the Plasma Brewery is required to create the strongest creatures.
The Hatchery Pit is required to create infantry and armoured ground creatures.
A Hatchery Cliff can create small and medium sized creatures.
The Defence Creeper is a light defensive structure against both space and ground assaults.
The Protective Hive is a strong defensive structure against both space and ground assaults.
An Orbital Shipyard can build the largest ships a fleet has to offer.
Speed: 10 /
A small orbital defence platform.
A large orbital defence platform.
An Orbital Shipyard can build the largest ships a fleet has to offer.
Speed: 10 /
A small orbital defence platform.
A large orbital defence platform.
An Flying Fortress can build the largest ships a fleet has to offer as well as a large orbital defence platform.
Speed: 10 /
A small orbital defence platform.
An Orbital Shipyard can build the largest ships a fleet has to offer.
Speed: 10 /
A small orbital defence platform.
A large orbital defence platform.
An Orbital Dockyard can build the largest ships a fleet has to offer.
Speed: 10 /
An orbital defence platform.
An Orbital Hatchery can grow the largest creatures a fleet has to offer.
A small orbital defence platform.
A large orbital defence platform that can breed fighter units.
The winner is the last player alive. Really. You loose the game if you loose your last planet.
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.
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.
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).
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.
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.
The concrete value of a generic time units depends on the game speed. It might be somewhere in the vicinity of one minute.
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.
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.
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.
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.
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.
A Collective is a group that disregards individuality in stead of the good of the whole. Commerce suffers for it, but research is increased.
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.
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
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
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
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
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
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
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 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.
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 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.
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: 200,
200,
200,
200,
9
A Hyper Drive allows ships to jump to hyperspace, where they can travel faster-than-light.
Era: 2
Cost: 800,
800,
800,
800,
25
An Advanced Hyper Drive is faster than a regular Hyper Drive.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.
Era: 2
Cost: 800,
800,
800,
800,
25
Advanced Automation allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 1
Cost: 200,
200,
200,
200,
9
Neuro-Electric Automation allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 2
Cost: 800,
800,
800,
800,
25
Neuro-Intelligent Systems allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 3
Cost: 1600,
1600,
1600,
1600,
64
Artificial Neuro-Circuitry allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
True Artificial Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 5
Cost: 6400,
6400,
6400,
6400,
169
Mobile Ground Armour protects planet-bound troops and tanks.
Era: 1
Cost: 200,
200,
200,
200,
25
Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.
Era: 2
Cost: 800,
800,
800,
800,
100
Reflective Ground Armour protects planet-bound troops and tanks.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Ablative Ground Armour protects planet-bound troops and tanks.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Targeting Systems increase the chances of a ground-based weapon to actually hit the target it was aimed at.
Era: 1
Cost: 200,
200,
200,
200,
25
Automatic Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.
Era: 2
Cost: 1200,
1200,
1200,
1200,
64
Advanced Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
AI Targeting Systems increase the chances of a weapon to actually hit the target it was aimed at.
Era: 5
Cost: 9600,
9600,
9600,
9600,
400
Space Armour Plating protects space ships and fighters.
Era: 1
Cost: 200,
200,
200,
200,
25
Advanced Armour Plating protects space ships and fighters.
Era: 2
Cost: 800,
800,
800,
800,
64
Sturdy Armour Plating protects space ships and fighters.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Reflective Armour Plating protects space ships and fighters.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Ablative Armour Plating protects space ships and fighters.
Era: 5
Cost: 6400,
6400,
6400,
6400,
225
Polarised Armour Plating protects space ships and fighters.
Era: 6
Cost: 12800,
12800,
12800,
12800,
324
Advanced Navigation Systems allow ships to get where there are going faster.
Era: 2
Cost: 800,
800,
800,
800,
64
Enhanced Navigation Database allow ships to get where there are going faster.
Era: 3
Cost: 2400,
2400,
2400,
2400,
100
AI Guided Navigation allow ships to get where there are going faster.
Era: 6
Cost: 19200,
19200,
19200,
19200,
324
Advanced Passive Sensors increase the accuracy of weapon systems.
Era: 1
Cost: 200,
200,
200,
200,
100
Advanced Active Sensors increase the accuracy of weapon systems.
Era: 3
Cost: 2400,
2400,
2400,
2400,
225
Pulse Sensors increase the accuracy of weapon systems.
Era: 4
Cost: 3200,
3200,
3200,
3200,
324
Gravimetric Sensors increase the accuracy of weapon systems.
Era: 5
Cost: 9600,
9600,
9600,
9600,
400
AI Supported Sensors increase the accuracy of weapon systems.
Era: 6
Cost: 19200,
19200,
19200,
19200,
529
Advanced Construction Support increases production speed of buildings.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Automated Construction Support increases production speed of buildings.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Construction Robots increases production speed of buildings.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
Advanced Production Support increases production speed of resources and fuel.
Era: 3
Cost: 1600,
1600,
1600,
1600,
324
Automated Production Support increases production speed of resources and fuel.
Era: 4
Cost: 4800,
4800,
4800,
4800,
400
Production Robots increases production speed of resources and fuel.
Era: 5
Cost: 9600,
9600,
9600,
9600,
529
Advanced Fabrication Support increases production speed of ground units and ships.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Automated Fabrication Support increases production speed of ground units and ships.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Fabrication Robots increases production speed of ground units and ships.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
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: 200,
200,
200,
200,
9
A Hyper Drive allows ships to jump to hyperspace, where they can travel faster-than-light.
Era: 2
Cost: 800,
800,
800,
800,
25
An Advanced Hyper Drive is faster than a regular Hyper Drive.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.
Era: 2
Cost: 800,
800,
800,
800,
25
Advanced Automation allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 1
Cost: 200,
200,
200,
200,
9
Neuro-Electric Automation allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 2
Cost: 800,
800,
800,
800,
25
Neuro-Intelligent Systems allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 3
Cost: 1600,
1600,
1600,
1600,
64
Artificial Neuro-Circuitry allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
True Artificial Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 5
Cost: 6400,
6400,
6400,
6400,
169
Mobile Ground Armour protects planet-bound troops and tanks.
Era: 1
Cost: 200,
200,
200,
200,
25
Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.
Era: 2
Cost: 800,
800,
800,
800,
100
Reflective Ground Armour protects planet-bound troops and tanks.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Ablative Ground Armour protects planet-bound troops and tanks.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Targeting Systems increase the chances of a ground-based weapon to actually hit the target it was aimed at.
Era: 1
Cost: 200,
200,
200,
200,
25
Automatic Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.
Era: 2
Cost: 1200,
1200,
1200,
1200,
64
Advanced Targeting Systems increase the chances of a fighter-based weapon to actually hit the target it was aimed at.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
AI Targeting Systems increase the chances of a weapon to actually hit the target it was aimed at.
Era: 5
Cost: 9600,
9600,
9600,
9600,
400
Space Armour Plating protects space ships and fighters.
Era: 1
Cost: 200,
200,
200,
200,
25
Advanced Armour Plating protects space ships and fighters.
Era: 2
Cost: 800,
800,
800,
800,
64
Sturdy Armour Plating protects space ships and fighters.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Reflective Armour Plating protects space ships and fighters.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Ablative Armour Plating protects space ships and fighters.
Era: 5
Cost: 6400,
6400,
6400,
6400,
225
Polarised Armour Plating protects space ships and fighters.
Era: 6
Cost: 12800,
12800,
12800,
12800,
324
Advanced Navigation Systems allow ships to get where there are going faster.
Era: 2
Cost: 800,
800,
800,
800,
64
Enhanced Navigation Database allow ships to get where there are going faster.
Era: 3
Cost: 2400,
2400,
2400,
2400,
100
AI Guided Navigation allow ships to get where there are going faster.
Era: 6
Cost: 19200,
19200,
19200,
19200,
324
Advanced Passive Sensors the accuracy of weapon systems.
Era: 1
Cost: 200,
200,
200,
200,
100
Advanced Active Sensors increase the accuracy of weapon systems.
Era: 3
Cost: 2400,
2400,
2400,
2400,
225
Pulse Sensors increase the accuracy of weapon systems.
Era: 4
Cost: 3200,
3200,
3200,
3200,
324
Gravimetric Sensors increase the accuracy of weapon systems.
Era: 5
Cost: 9600,
9600,
9600,
9600,
400
AI Supported Sensors increase the accuracy of weapon systems.
Era: 6
Cost: 19200,
19200,
19200,
19200,
529
Advanced Construction Support increases production speed of buildings.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Automated Construction Support increases production speed of buildings.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Construction Robots increases production speed of buildings.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
Advanced Production Support increases production speed of resources and fuel.
Era: 3
Cost: 1600,
1600,
1600,
1600,
324
Automated Production Support increases production speed of resources and fuel.
Era: 4
Cost: 4800,
4800,
4800,
4800,
400
Production Robots increases production speed of resources and fuel.
Era: 5
Cost: 9600,
9600,
9600,
9600,
529
Advanced Fabrication Support increases production speed of ground units and ships.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Automated Fabrication Support increases production speed of ground units and ships.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Fabrication Robots increases production speed of ground units and ships.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
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: 200,
200,
200,
200,
9
A Hyper Drive allows ships to jump to hyperspace, where they can travel faster-than-light.
Era: 2
Cost: 800,
800,
800,
800,
25
An Advanced Hyper Drive is faster than a regular Hyper Drive.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.
Era: 2
Cost: 800,
800,
800,
800,
25
Advanced Automation allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 1
Cost: 200,
200,
200,
200,
9
Neuro-Electric Automation allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 2
Cost: 800,
800,
800,
800,
25
Neuro-Intelligent Systems allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 3
Cost: 1600,
1600,
1600,
1600,
64
Artificial Neuro-Circuitry allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
True Artificial Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 5
Cost: 6400,
6400,
6400,
6400,
169
Mobile Ground Armour protects planet-bound troops and tanks.
Era: 1
Cost: 200,
200,
200,
200,
25
Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.
Era: 2
Cost: 800,
800,
800,
800,
100
Reflective Ground Armour protects planet-bound troops and tanks.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Ablative Ground Armour protects planet-bound troops and tanks.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Super-Dense Ground Armour protects planet-bound troops and tanks.
Era: 6
Cost: 12800,
12800,
12800,
12800,
324
Targeting Systems increase the chances of a ground-based weapon to actually hit the target it was aimed at.
Era: 1
Cost: 200,
200,
200,
200,
25
Automatic Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.
Era: 2
Cost: 1200,
1200,
1200,
1200,
64
Advanced Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
AI Targeting Systems increase the chances of a weapon to actually hit the target it was aimed at.
Era: 6
Cost: 19200,
19200,
19200,
19200,
529
Space Armour Plating protects space ships and fighters.
Era: 1
Cost: 200,
200,
200,
200,
25
Advanced Armour Plating protects space ships and fighters.
Era: 2
Cost: 800,
800,
800,
800,
64
Sturdy Armour Plating protects space ships and fighters.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Reflective Armour Plating protects space ships and fighters.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Ablative Armour Plating protects space ships and fighters.
Era: 5
Cost: 6400,
6400,
6400,
6400,
225
Polarised Armour Plating protects space ships and fighters.
Era: 6
Cost: 12800,
12800,
12800,
12800,
324
Super-Dense Armour Plating protects space ships and fighters.
Era: 6
Cost: 12800,
12800,
12800,
12800,
324
Advanced Navigation Systems allow ships to get where there are going faster.
Era: 2
Cost: 800,
800,
800,
800,
64
Enhanced Navigation Database allow ships to get where there are going faster.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Advanced Passive Sensors increase the accuracy of weapon systems.
Era: 1
Cost: 200,
200,
200,
200,
100
Advanced Active Sensors increase the accuracy of weapon systems.
Era: 3
Cost: 2400,
2400,
2400,
2400,
225
Pulse Sensors increase the accuracy of weapon systems.
Era: 4
Cost: 3200,
3200,
3200,
3200,
324
Gravimetric Sensors increase the accuracy of weapon systems.
Era: 5
Cost: 9600,
9600,
9600,
9600,
400
Advanced Construction Support increases production speed of buildings.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Automated Construction Support increases production speed of buildings.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Construction Robots increases production speed of buildings.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
Advanced Production Support increases production speed of resources and fuel.
Era: 3
Cost: 1600,
1600,
1600,
1600,
324
Automated Production Support increases production speed of resources and fuel.
Era: 4
Cost: 4800,
4800,
4800,
4800,
400
Production Robots increases production speed of resources and fuel.
Era: 5
Cost: 9600,
9600,
9600,
9600,
529
Advanced Fabrication Support increases production speed of ground units and ships.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Automated Fabrication Support increases production speed of ground units and ships.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Fabrication Robots increases production speed of ground units and ships.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
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: 200,
200,
200,
200,
9
A Warp Drive allows ships to warp space, allowing them to travel faster-than-light.
Era: 2
Cost: 800,
800,
800,
800,
25
An Advanced Warp Drive is faster than a regular Warp Drive.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.
Era: 2
Cost: 800,
800,
800,
800,
25
Advanced Automation allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 1
Cost: 200,
200,
200,
200,
9
Neuro-Electric Automation allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 2
Cost: 800,
800,
800,
800,
25
Neuro-Intelligent Systems allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 3
Cost: 1600,
1600,
1600,
1600,
64
Artificial Neuro-Circuitry allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
True Artificial Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 5
Cost: 6400,
6400,
6400,
6400,
169
Mobile Ground Armour protects planet-bound troops and tanks.
Era: 1
Cost: 200,
200,
200,
200,
25
Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.
Era: 2
Cost: 800,
800,
800,
800,
100
Reflective Ground Armour protects planet-bound troops and tanks.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Ablative Ground Armour protects planet-bound troops and tanks.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Targeting Systems increase the chances of a ground-based weapon to actually hit the target it was aimed at.
Era: 1
Cost: 200,
200,
200,
200,
25
Automatic Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.
Era: 2
Cost: 1200,
1200,
1200,
1200,
64
Advanced Targeting Systems increase the chances of a fighter-based weapon to actually hit the target it was aimed at.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
AI Targeting Systems increase the chances of a weapon to actually hit the target it was aimed at.
Era: 5
Cost: 9600,
9600,
9600,
9600,
400
Space Armour Plating protects space ships and fighters.
Era: 1
Cost: 200,
200,
200,
200,
25
Advanced Armour Plating protects space ships and fighters.
Era: 2
Cost: 800,
800,
800,
800,
64
Sturdy Armour Plating protects space ships and fighters.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Reflective Armour Plating protects space ships and fighters.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Ablative Armour Plating protects space ships and fighters.
Era: 5
Cost: 6400,
6400,
6400,
6400,
225
Polarised Armour Plating protects space ships and fighters.
Era: 6
Cost: 12800,
12800,
12800,
12800,
324
Advanced Navigation Systems allow ships to get where there are going faster.
Era: 2
Cost: 800,
800,
800,
800,
64
Enhanced Navigation Database allow ships to get where there are going faster.
Era: 3
Cost: 2400,
2400,
2400,
2400,
100
AI Guided Navigation allow ships to get where there are going faster.
Era: 6
Cost: 19200,
19200,
19200,
19200,
324
Advanced Passive Sensors increase the accuracy of weapon systems.
Era: 1
Cost: 200,
200,
200,
200,
100
Advanced Active Sensors increase the accuracy of weapon systems.
Era: 3
Cost: 2400,
2400,
2400,
2400,
225
Pulse Sensors increase the accuracy of weapon systems.
Era: 4
Cost: 3200,
3200,
3200,
3200,
324
Gravimetric Sensors increase the accuracy of weapon systems.
Era: 5
Cost: 9600,
9600,
9600,
9600,
400
AI Supported Sensors increase the accuracy of weapon systems.
Era: 6
Cost: 19200,
19200,
19200,
19200,
529
Advanced Construction Support increases production speed of buildings.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Automated Construction Support increases production speed of buildings.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Construction Robots increases production speed of buildings.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
Advanced Production Support increases production speed of resources and fuel.
Era: 3
Cost: 1600,
1600,
1600,
1600,
324
Automated Production Support increases production speed of resources and fuel.
Era: 4
Cost: 4800,
4800,
4800,
4800,
400
Production Robots increases production speed of resources and fuel.
Era: 5
Cost: 9600,
9600,
9600,
9600,
529
Advanced Fabrication Support increases production speed of ground units and ships.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Automated Fabrication Support increases production speed of ground units and ships.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Fabrication Robots increases production speed of ground units and ships.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
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: 200,
200,
200,
200,
9
A Warp Drive allows ships to warp space, allowing them to travel faster-than-light.
Era: 2
Cost: 800,
800,
800,
800,
25
An Advanced Warp Drive is faster than a regular Warp Drive.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.
Era: 2
Cost: 800,
800,
800,
800,
25
Advanced Automation allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 1
Cost: 200,
200,
200,
200,
9
Neuro-Electric Automation allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 2
Cost: 800,
800,
800,
800,
25
Neuro-Intelligent Systems allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 3
Cost: 1600,
1600,
1600,
1600,
64
Artificial Neuro-Circuitry allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
True Artificial Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 5
Cost: 6400,
6400,
6400,
6400,
169
Mobile Ground Armour protects planet-bound troops and tanks.
Era: 1
Cost: 200,
200,
200,
200,
25
Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.
Era: 2
Cost: 800,
800,
800,
800,
100
Reflective Ground Armour protects planet-bound troops and tanks.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Ablative Ground Armour protects planet-bound troops and tanks.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Targeting Systems increase the chances of a ground-based weapon to actually hit the target it was aimed at.
Era: 1
Cost: 200,
200,
200,
200,
25
Automatic Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.
Era: 2
Cost: 1200,
1200,
1200,
1200,
64
Advanced Targeting Systems increase the chances of a ship-based weapon to actually hit the target it was aimed at.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
AI Targeting Systems increase the chances of a weapon to actually hit the target it was aimed at.
Era: 5
Cost: 9600,
9600,
9600,
9600,
400
Space Armour Plating protects space ships and fighters.
Era: 1
Cost: 200,
200,
200,
200,
25
Advanced Armour Plating protects space ships and fighters.
Era: 2
Cost: 800,
800,
800,
800,
64
Sturdy Armour Plating protects space ships and fighters.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Reflective Armour Plating protects space ships and fighters.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Ablative Armour Plating protects space ships and fighters.
Era: 5
Cost: 6400,
6400,
6400,
6400,
225
Polarised Armour Plating protects space ships and fighters.
Era: 6
Cost: 12800,
12800,
12800,
12800,
324
Advanced Navigation Systems allow ships to get where there are going faster.
Era: 2
Cost: 800,
800,
800,
800,
64
Enhanced Navigation Database allow ships to get where there are going faster.
Era: 3
Cost: 2400,
2400,
2400,
2400,
100
AI Guided Navigation allow ships to get where there are going faster.
Era: 6
Cost: 19200,
19200,
19200,
19200,
324
Advanced Passive Sensors increase the accuracy of weapon systems.
Era: 1
Cost: 200,
200,
200,
200,
100
Advanced Active Sensors increase the accuracy of weapon systems.
Era: 3
Cost: 2400,
2400,
2400,
2400,
225
Pulse Sensors increase the accuracy of weapon systems.
Era: 4
Cost: 3200,
3200,
3200,
3200,
324
Gravimetric Sensors increase the accuracy of weapon systems.
Era: 5
Cost: 9600,
9600,
9600,
9600,
400
AI Supported Sensors increase the accuracy of weapon systems.
Era: 6
Cost: 19200,
19200,
19200,
19200,
529
Advanced Construction Support increases production speed of buildings.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Automated Construction Support increases production speed of buildings.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Construction Robots increases production speed of buildings.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
Advanced Production Support increases production speed of resources and fuel.
Era: 3
Cost: 1600,
1600,
1600,
1600,
324
Automated Production Support increases production speed of resources and fuel.
Era: 4
Cost: 4800,
4800,
4800,
4800,
400
Production Robots increases production speed of resources and fuel.
Era: 5
Cost: 9600,
9600,
9600,
9600,
529
Advanced Fabrication Support increases production speed of ground units and ships.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Automated Fabrication Support increases production speed of ground units and ships.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Fabrication Robots increases production speed of ground units and ships.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
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: 200,
200,
200,
200,
9
Warp Flight allows ships to warp space, allowing them to travel faster-than-light.
Era: 2
Cost: 800,
800,
800,
800,
25
Advanced Warp Flight is faster than regular Warp Flight.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
Planetary Colonisation equips prospective settlers with the knowledge and tools to flourish in an alien environment with unknown dangers and pitfalls.
Era: 2
Cost: 800,
800,
800,
800,
25
Hive Communication allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 1
Cost: 200,
200,
200,
200,
9
Swarm Suggestion allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 2
Cost: 800,
800,
800,
800,
25
Swarm Direction allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 3
Cost: 1600,
1600,
1600,
1600,
64
Hive Mind allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 4
Cost: 3200,
3200,
3200,
3200,
100
True Swarm Intelligence allows machines to take over jobs that would otherwise have to be filled by crew members.
Era: 5
Cost: 6400,
6400,
6400,
6400,
169
Mobile Ground Armour protects planet-bound troops and tanks.
Era: 1
Cost: 200,
200,
200,
200,
25
Ultra Light Ground Armour protects planet-bound troops and tanks. Its light weight also allows for faster movement.
Era: 2
Cost: 800,
800,
800,
800,
100
Reflective Ground Armour protects planet-bound troops and tanks.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Ablative Ground Armour protects planet-bound troops and tanks.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Evolved Aim increase the chances of a ground-based weapon to actually hit the target it was aimed at.
Era: 1
Cost: 200,
200,
200,
200,
25
Advanced Evolved Aim increase the chances of a ship-based weapon to actually hit the target it was aimed at.
Era: 2
Cost: 1200,
1200,
1200,
1200,
64
Swarm Assisted Aim increase the chances of a fighter-based weapon to actually hit the target it was aimed at.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Swarm Supported Aim increase the chances of a weapon to actually hit the target it was aimed at.
Era: 5
Cost: 9600,
9600,
9600,
9600,
400
Space Armour protects space ships and fighters.
Era: 1
Cost: 200,
200,
200,
200,
25
Advanced Space Armour protects space ships and fighters.
Era: 2
Cost: 800,
800,
800,
800,
64
Sturdy Space Armour protects space ships and fighters.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Reflective Space Armour protects space ships and fighters.
Era: 4
Cost: 3200,
3200,
3200,
3200,
169
Ablative Space Armour protects space ships and fighters.
Era: 5
Cost: 6400,
6400,
6400,
6400,
225
Evolved Space Armour protects space ships and fighters.
Era: 6
Cost: 12800,
12800,
12800,
12800,
324
Advanced Navigation Capabilities allow ships to get where there are going faster.
Era: 2
Cost: 800,
800,
800,
800,
64
Swarm Assisted Navigation allow ships to get where there are going faster.
Era: 3
Cost: 2400,
2400,
2400,
2400,
100
Swarm Guided Navigation allow ships to get where there are going faster.
Era: 6
Cost: 19200,
19200,
19200,
19200,
324
Advanced Passive Senses increase the accuracy of weapon systems.
Era: 1
Cost: 200,
200,
200,
200,
100
Advanced Active Senses increase the accuracy of weapon systems.
Era: 3
Cost: 2400,
2400,
2400,
2400,
225
Evolved Senses increase the accuracy of weapon systems.
Era: 4
Cost: 3200,
3200,
3200,
3200,
324
Gravimetric Senses increase the accuracy of weapon systems.
Era: 5
Cost: 9600,
9600,
9600,
9600,
400
Swarm Supported Senses increase the accuracy of weapon systems.
Era: 6
Cost: 19200,
19200,
19200,
19200,
529
Advanced Construction Support increases production speed of buildings.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Assisted Construction Support increases production speed of buildings.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Construction Swarm increases production speed of buildings.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
Advanced Production Support increases production speed of resources and fuel.
Era: 3
Cost: 1600,
1600,
1600,
1600,
324
Assisted Production Support increases production speed of resources and fuel.
Era: 4
Cost: 4800,
4800,
4800,
4800,
400
Production Swarm increases production speed of resources and fuel.
Era: 5
Cost: 9600,
9600,
9600,
9600,
529
Advanced Fabrication Support increases production speed of ground units and ships.
Era: 3
Cost: 1600,
1600,
1600,
1600,
100
Assisted Fabrication Support increases production speed of ground units and ships.
Era: 4
Cost: 4800,
4800,
4800,
4800,
169
Fabrication Swarm increases production speed of ground units and ships.
Era: 5
Cost: 9600,
9600,
9600,
9600,
225
A race with a Commercial trait will have advantages in taxation.
A race with an Economical trait will have advantages in maintenance fees.
A race with a Geological trait will have advantages in the production of metals, minerals and fuel.
A race with an Innovative trait will have advantages to their ships' speed.
A race with an Intelligent trait will have advantages in research.
A race with an Aggressive trait will have advantages in their ships' weaponry.
A race with a Defensive trait will have advantages in their ships' armour.
A race with a Strong trait will have advantages in their ground units' weaponry.
A race with a Regenerative trait will allow their units to repair or heal themselves more quickly during a battle.
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.
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.
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.
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.
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.
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.
A standard troop transport vessel.
A ship specialised in planetary colonisation.
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.
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.
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.
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.
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.
A standard troop transport vessel.
A ship specialised in planetary colonisation.
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.
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.
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.
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.
A standard troop transport vessel.
A ship specialised in planetary colonisation.
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.
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.
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.
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.
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.
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.
A standard troop transport vessel.
A ship specialised in planetary colonisation.
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.
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.
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.
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.
A standard troop transport vessel.
A ship specialised in planetary colonisation.
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.
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.
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.
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.
A standard troop transport vessel.
A ship specialised in planetary colonisation.
Anti-personnel tanks for protection against enemy infantry.
Anti-air defence tanks for protection against enemy fighters.
Artillery tanks, used to bombard enemy positions from a distance.
Mobile infantry units, used to man defensive positions and to quickly get the drop on an unsuspecting enemy.
Light mechanical walker units, deployed for scouting, reconnaissance and skirmishing.
Heavy assault walkers, the Powolians' main ground combat unit.
Support units, equipped with siege armament.
Infantry units, armed with special anti-air lasers to protect the heavier troops from threats from above.
Anti-air tanks that can protect other tanks from air raids.
Heavy tanks, used to finish off defenders and enemy assault troops.
Super heavy tanks, used to bombard enemy positions and to crush entrenched defences.
Mobile infantry units, used to man defensive positions and to quickly get the drop on an unsuspecting enemy.
Light anti-air tanks, used to protect other units against fighter craft.
Mechanical siege walkers, effective against armoured units and buildings.
Heavy infantry units, used to defend against enemy armoured units.
Mobile infantry units, used to man defensive positions and to quickly get the drop on an unsuspecting enemy.
Light mechanical walkers, used to soften up defenders and to keep enemy assault troops at bay.
Heavy tanks, used to finish off defenders and enemy assault troops.
Heavy missile walkers, effective against structures and fighters both, but less effective against ground forces.
Mobile infantry units, used to man defensive positions and to quickly get the drop on an unsuspecting enemy.
Poison spitting creatures, deadly against any living being.
Heavy creatures, used to finish off defenders and enemy assault troops.
Heavy creatures that can spit slow-flying balls of burning plasma over long distances.
Mobile infantry units, used to man defensive positions and to quickly get the drop on an unsuspecting enemy.