Metal MineUsed in the extraction of metal ore, metal mines are of primary importance to all emerging and established empires.
Deuterium RefineryMines minerals that are needed for fine electronics. However, it needs more energy because it processes the minerals into the required alloys.
Helium RefineryHelium is used as fuel for spaceships and is harvested in the deep sea. Helium is a rare substance and is thus relatively expensive.
Neutron power plantIn order to guarantee the energy to supply the mines and refineries, huge neutron power plants are needed. The larger the systems are, the more surface is covered with photovoltaic cells, which convert light energy into electrical energy. Neutron power plants represent the basis of the planetary energy supply.
Resource FactoryThe replicator complex is a huge complex for synthesizing matter. This factory module is very popular in the universe as it can produce higher synthesization of raw materials. Replicators were originally developed to provide food for planets and ships that would be used far from your home planet. This complex was specially created for resource extraction.
+1% Metal mines production, +1% Production of deuterium refinery, +1% Production of helium refinery
Technology centreAufgrund der immer zeitaufwendigeren Forschungen haben sich die klügsten Köpfe über einen Subraumknoten zusammengetan und das Technologiezentrum entwickelt. Es verkürzt die Forschungszeiten um 8%.
Metal replicatorThis factory offers the optimization of resource production on the planet.
Deuterium replicatorThe replicator is a huge complex for the synthesis of matter which is used far away from your home planet in order to generate matter according to pre-programmed patterns.
Helium replicatorThe replicator is a huge complex for the synthesis of matter which is used far away from your home planet in order to generate matter according to pre-programmed patterns.
Replicator complexGraviton power plants absorb matter radiation from the universe. These can be used to supply your infrastructure.
FusionsreaktorIn the fusion reactor, atoms are fused together in order to generate more energy than in the neutron power plant, but it is more expensive to build.
Android factoryAndroid factories provide construction robots to aid in the construction of buildings. Each level increases the speed of the upgrade of buildings
Nanoprecision factoryThe nanoprecision factory is the culmination of nanotechnology. Nanites are nanometer-sized robots that are capable of extraordinary performance through networking. Once researched, they increase productivity in almost all areas. The nanoprecision factory halves the construction time of buildings, ships and defenses per level.
VaultThe resource hideout protects a certain amount of your stored resources from being ingested when a planet is attacked.
As the description above says, this unique building protects a portion of your resources from enemy attacks. The enemy player can not see what is your Resource Hideout level neither the protected resources on spy report.
| Level | Metal | Deuterium | Helium | |||
|---|---|---|---|---|---|---|
| 0 | 0 | -1,6 K | 0 | -1,6 K | 0 | -1,6 K |
| 1 | 1,6 K | 0 | 1,6 K | 0 | 1,6 K | 0 |
| 2 | 2,8 K | 1,2 K | 2,8 K | 1,2 K | 2,8 K | 1,2 K |
| 3 | 3,9 K | 2,3 K | 3,9 K | 2,3 K | 3,9 K | 2,3 K |
| 4 | 4,9 K | 3,3 K | 4,9 K | 3,3 K | 4,9 K | 3,3 K |
DepotThe depot offers enormous storage capacity for unprocessed raw resources. The higher the level, the more resources can be held. Once the capacity is used up, no more resources can be harvested.
ShipyardAll types of ships and defenses are built in the planetary shipyard. The larger it is, the faster more complex and larger ships and defenses can be built. By growing a nano precision factory, tiny robots are being created to help workers work faster.
Matter satelite
Sentinel tower
Interceptor
Stellar rocket
Supply freighter
Drone
Pioneer
Merlin
Corvette
Strategy Centre
Triton
Odyssey
Ion Cannon
Vanguard
Andromeda
Hornet
Orbital dock
Defense Platform
Valkyrie
Starbase
Titan
Hammerhead
Development CentreIn order to research new technologies, it is necessary to operate a development center. The level of expansion of a development center is decisive for how quickly a new technology can be researched. The higher the level of expansion of the laboratory, the more new technologies can be researched. In order to bring the research to a conclusion as quickly as possible, when research is carried out on one planet, all available researchers are automatically sent to this development center and are therefore no longer available on other planets. Once a technology has been explored, the researchers return to their home planet and bring the knowledge about them with them. So you can use the technology on all planets.
Quantum technology
Fusion technology
Usual drive
Laser Technology
Composite armor
Impulse Engine
Intelligence
Astrometry
Capacitors
Ion Technology
Polaron Technology
Shields
FTL Technology
FTL Drive
Metal yield optimization
Deuterium yield optimization
Helium yield optimization
Tachyons
Strategy Centre
Subspace node
World Manipulation Research
Graviton Research
Climate Research
Orbital Structures
Bot Exploration
Bot Recycle
Bot Asteroid
Technology centre
TerraformerWith the increasing expansion of the planets, the question of limited habitat on colonies became more and more important. Traditional methods such as civil engineering increasingly proved inadequate. A small group of high-energy physicists and nanotechnologists finally found the solution: terraforming. Using huge amounts of energy, the Terraformer can reclaim entire stretches of land or even continents. In this building, specially constructed nanites are continuously produced, which ensure a constant quality of the floor. Once built, the Terraformer cannot be demolished.
Federation QuarterThe Federation Depot offers the possibility to supply friendly fleets that are helping with the defense and are in orbit with fuel. For each expansion stage of the Federation Depot, 10,000 units of helium per hour can be sent to the orbiting fleets to be supplied.
Commando CenterThe moon has no atmosphere therefore a lunar base must be built before the settlement of other buildings. Each level of Commando Center gives 3 extra fields. Once built, the Commando Center can never be deconstructed.
Hyperspace sensor stationHigh-resolution sensors scan the complete frequency spectrum of all radiation hitting the hyperspace sensor station. High-performance computers combine tiny energy fluctuations and thus obtain information about ship movements on distant planets. For the scan, energy in the form of helium (5,000) must be provided on the moon. You can scan by switching to the galaxy menu from the moon and clicking on an enemy planet within sensor range (station level) ^ 2 - 1.
StellargateStellargates are huge transmitters that are able to send large fleets without loss of time through the universe. You can\'t transfer your resources this way. There is a sixty minute cooldown time on both Jumpgates that were used.
SubgateWith this building, a portion of the planet production are automatically sent to your Moon and increases moon field and storage capacity.
M.S.T.AMeaning 'Massive Sattelite Transmittion Array', this building extends the range of how far your Fortress can expand through the galaxy.
Orbital dockUpgrade this Orbital structure in order to have increased benefits. Bonuses are only applied once the Orbital structure level is complete.
Matter sateliteMatter satellites are simple platforms of solar cells that are located in a high stationary orbit. They collect the sunlight and pass it on to the ground station via laser.
This unit increases your energy production
| Structural integrity | 2.000 |
| Attack Power | 0 |
| Shield Power | 0 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0 0.01 0.04 |
|||
| Attack Power 0 0 0 |
|||
| Shield Power 0 0 0 |
|||
| Average 0 0.0033 0.0133 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Matter satelite will shot X times against the ship while red number means a single enemy ship may shoot X times against Matter satelite. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Corvette 250 |
Vanguard 250 |
Hornet 250 |
|
Valkyrie 250 |
Titan 250 |
Hammerhead 250 |
|
Qhaqax 250 |
Asuts 250 |
Xovur 250 |
|
Zarkroids 250 |
Simnids 250 |
|
DroneDrones are small, agile spy probes that deliver data over great distances on fleets and planets.
This unit allows you to spy foreign planets and gather information like resources, ships or defenses
| Engine | Usual drive |
| Structural integrity | 1.000 |
| Attack Power | 0 |
| Shield Power | 0 |
| Cargo capacity | 10 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0 0.01 0 |
|||
| Attack Power 0 0 0 |
|||
| Shield Power 0 0 0 |
|||
| Average 0 0.0033 0 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Drone will shot X times against the ship while red number means a single enemy ship may shoot X times against Drone. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Corvette 250 |
Vanguard 250 |
Hornet 250 |
|
Valkyrie 250 |
Titan 250 |
Hammerhead 250 |
|
Qhaqax 250 |
Asuts 250 |
Xovur 250 |
|
Zarkroids 250 |
Simnids 250 |
|
PioneerVacant planets can be colonized with this ship.
This unit allows you to create new planets
| Engine | Impulse Engine |
| Structural integrity | 30.000 |
| Attack Power | 0 |
| Shield Power | 0 |
| Cargo capacity | 7.500 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.03 0.015 0.03 |
|||
| Attack Power 0 0 0 |
|||
| Shield Power 0 0 0 |
|||
| Average 0.01 0.005 0.01 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Pioneer will shot X times against the ship while red number means a single enemy ship may shoot X times against Pioneer. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Corvette 250 |
Vanguard 250 |
Hornet 250 |
|
Valkyrie 250 |
Titan 250 |
Hammerhead 250 |
|
Qhaqax 250 |
Asuts 250 |
Xovur 250 |
|
Zarkroids 250 |
Simnids 250 |
|
MerlinThe Merlin can get raw materials from debris fields.
This unit can recycle debris floating around the galaxy
| Engine | Usual drive |
| Structural integrity | 16.000 |
| Attack Power | 1 |
| Shield Power | 50 |
| Cargo capacity | 500.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.016 0.0267 0.08 |
|||
| Attack Power 0.0001 0.0002 0.0005 |
|||
| Shield Power 0.005 0.0083 0.025 |
|||
| Average 0.007 0.0117 0.0352 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Merlin will shot X times against the ship while red number means a single enemy ship may shoot X times against Merlin. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Corvette 250 |
Vanguard 250 |
Hornet 250 |
|
Valkyrie 250 |
Titan 250 |
Hammerhead 250 |
|
Qhaqax 250 |
Asuts 250 |
Xovur 250 |
|
Zarkroids 250 |
Simnids 250 |
|
TritonTriton increase the production of metal, deuterium and Helium on their tasked planet by a very small fraction.
This unit can improve the resource production in this planet
+0.02% Metal mines production, +0.02% Production of deuterium refinery, +0.02% Production of helium refinery| Structural integrity | 4.000 |
| Attack Power | 0 |
| Shield Power | 200 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.02 0.02 0.04 |
|||
| Attack Power 0 0 0 |
|||
| Shield Power 0.1 0.1 0.2 |
|||
| Average 0.04 0.04 0.08 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Triton will shot X times against the ship while red number means a single enemy ship may shoot X times against Triton. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Corvette 250 |
Vanguard 250 |
Hornet 250 |
|
Valkyrie 250 |
Titan 250 |
Hammerhead 250 |
|
Qhaqax 250 |
Asuts 250 |
Xovur 250 |
|
Zarkroids 250 |
Simnids 250 |
|
OdysseyOdyssey are fast, spacious and can explore archeological sites or find more events on expeditions.
This unit can explore arhceological expeditions and increase the number of events found on expeditions
| Engine | Impulse Engine |
| Structural integrity | 23.000 |
| Attack Power | 200 |
| Shield Power | 100 |
| Cargo capacity | 10.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.0288 0.0153 0.0288 |
|||
| Attack Power 0.025 0.0133 0.025 |
|||
| Shield Power 0.0125 0.0067 0.0125 |
|||
| Average 0.0221 0.0118 0.0221 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Odyssey will shot X times against the ship while red number means a single enemy ship may shoot X times against Odyssey. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Vanguard 1 |
Hornet 1 |
Valkyrie 1 |
|
Titan 1 |
Hammerhead 1 |
Qhaqax 1 |
|
Asuts 1 |
Xovur 1 |
Zarkroids 1 |
|
Simnids 1 |
||
AndromedaA ship of the Andromeda class is a mighty destructive instrument, which can plunder the debris fields immediately after battle.
This unit can collect debris automatically after fights, if there are storage remaining
| Engine | Impulse Engine |
| Structural integrity | 182.000 |
| Attack Power | 25.000 |
| Shield Power | 22.000 |
| Cargo capacity | 10.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.0165 0.0255 0.07 |
|||
| Attack Power 0.2262 0.3497 0.9615 |
|||
| Shield Power 0.1991 0.3077 0.8462 |
|||
| Average 0.1473 0.2276 0.6259 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Andromeda will shot X times against the ship while red number means a single enemy ship may shoot X times against Andromeda. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Valkyrie 1 |
Titan 1 |
Hammerhead 1 |
Orbital dockOrbital structures are colossal constructions. Expensive and time-consuming to build or repair, these remarkable feats of engineering are nonetheless important wonders that provide large bonuses, demonstrating the technological and economic primacy of the builders' empire. All of them require a Orbital dock to be built.
This unit allows you to build Orbital station, colony-like space structures with unique features
| Engine | FTL Drive |
| Structural integrity | 250.000.000 |
| Attack Power | 0 |
| Shield Power | 0 |
| Cargo capacity | 50.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.0192 0.0208 0 |
|||
| Attack Power 0 0 0 |
|||
| Shield Power 0 0 0 |
|||
| Average 0.0064 0.0069 0 |
|||
Supply freighterThe Supply freighter is an agile ship which can quickly transport resources to other planets.
| Engine | Usual drive |
| Structural integrity | 8.000 |
| Attack Power | 1 |
| Shield Power | 50 |
| Cargo capacity | 100.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.02 0.02 0.16 |
|||
| Attack Power 0.0003 0.0003 0.002 |
|||
| Shield Power 0.0125 0.0125 0.1 |
|||
| Average 0.0109 0.0109 0.0873 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Supply freighter will shot X times against the ship while red number means a single enemy ship may shoot X times against Supply freighter. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Titan 10 |
Hammerhead 50 |
Simnids 5 |
CorvetteCorvette is an agile ship, but it is also vulnerable. In mass numbers, these ships can become a great threat to any empire. They are the first to accompany small and large cargoes to hostile planets with minor defences.
| Engine | Usual drive |
| Structural integrity | 1.800 |
| Attack Power | 180 |
| Shield Power | 108 |
| Cargo capacity | 100 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.02 0.02 0.06 |
|||
| Attack Power 0.2 0.2 0.6 |
|||
| Shield Power 0.12 0.12 0.36 |
|||
| Average 0.1133 0.1133 0.34 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Corvette will shot X times against the ship while red number means a single enemy ship may shoot X times against Corvette. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Matter satelite 250 |
Drone 250 |
Pioneer 250 |
|
Merlin 250 |
Triton 250 |
Vanguard 2 |
|
Hornet 2 |
Valkyrie 5 |
Titan 10 |
|
Hammerhead 15 |
Xovur 5 |
Sentinel Tower 1 |
|
Starbase 15 |
||
VanguardThe Vanguard is specialized in the interception of hostile fleets.
| Engine | FTL Drive |
| Structural integrity | 9.600 |
| Attack Power | 720 |
| Shield Power | 468 |
| Cargo capacity | 280 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.02 0.02 0.12 |
|||
| Attack Power 0.15 0.15 0.9 |
|||
| Shield Power 0.0975 0.0975 0.585 |
|||
| Average 0.0892 0.0892 0.535 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Vanguard will shot X times against the ship while red number means a single enemy ship may shoot X times against Vanguard. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Matter satelite 250 |
Drone 250 |
Pioneer 250 |
|
Merlin 250 |
Triton 250 |
Odyssey 1 |
|
Corvette 2 |
Hornet 2 |
Valkyrie 2 |
|
Hammerhead 5 |
Xovur 3 |
Ion gatling 3 |
|
Orbital Defense Platform 3 |
||
Hornet| Engine | Impulse Engine |
| Structural integrity | 50.400 |
| Attack Power | 2.880 |
| Shield Power | 2.016 |
| Cargo capacity | 460 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.0175 0.0233 0.14 |
|||
| Attack Power 0.1 0.1333 0.8 |
|||
| Shield Power 0.07 0.0933 0.56 |
|||
| Average 0.0625 0.0833 0.5 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Hornet will shot X times against the ship while red number means a single enemy ship may shoot X times against Hornet. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Matter satelite 250 |
Drone 250 |
Pioneer 250 |
|
Merlin 250 |
Triton 250 |
Odyssey 1 |
|
Corvette 2 |
Vanguard 2 |
Valkyrie 2 |
|
Titan 3 |
Hammerhead 4 |
Simnids 4 |
|
Sentinel Tower 5 |
Ion gatling 2 |
Orbital Defense Platform 3 |
Valkyrie| Engine | FTL Drive |
| Structural integrity | 144.000 |
| Attack Power | 11.520 |
| Shield Power | 8.640 |
| Cargo capacity | 700 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.02 0.02 0.24 |
|||
| Attack Power 0.16 0.16 1.92 |
|||
| Shield Power 0.12 0.12 1.44 |
|||
| Average 0.1 0.1 1.2 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Valkyrie will shot X times against the ship while red number means a single enemy ship may shoot X times against Valkyrie. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Matter satelite 250 |
Drone 250 |
Pioneer 250 |
|
Merlin 250 |
Triton 250 |
Odyssey 1 |
|
Andromeda 1 |
Corvette 5 |
Vanguard 2 |
|
Hornet 2 |
Titan 2 |
Hammerhead 3 |
|
Zarkroids 4 |
Ion gatling 3 |
Orbital Defense Platform 2 |
Titan| Engine | FTL Drive |
| Structural integrity | 720.000 |
| Attack Power | 43.200 |
| Shield Power | 34.560 |
| Cargo capacity | 1.200 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.015 0.03 0.24 |
|||
| Attack Power 0.09 0.18 1.44 |
|||
| Shield Power 0.072 0.144 1.152 |
|||
| Average 0.059 0.118 0.944 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Titan will shot X times against the ship while red number means a single enemy ship may shoot X times against Titan. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Matter satelite 250 |
Drone 250 |
Pioneer 250 |
|
Merlin 250 |
Triton 250 |
Odyssey 1 |
|
Andromeda 1 |
Supply freighter 10 |
Corvette 10 |
|
Hornet 3 |
Valkyrie 2 |
Hammerhead 2 |
|
Zarkroids 3 |
Orbital Defense Platform 3 |
Starbase 4 |
HammerheadHammerhead is one of the most powerful ships of the game. This warmonger machine allows you to destroy moons.
This unit can destroy moons
| Engine | FTL Drive |
| Structural integrity | 13.400.000 |
| Attack Power | 180.000 |
| Shield Power | 108.000 |
| Cargo capacity | 10.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.016 0.0268 0.335 |
|||
| Attack Power 0.0214 0.036 0.45 |
|||
| Shield Power 0.0129 0.0216 0.27 |
|||
| Average 0.0168 0.0281 0.3517 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Hammerhead will shot X times against the ship while red number means a single enemy ship may shoot X times against Hammerhead. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Matter satelite 250 |
Drone 250 |
Pioneer 250 |
|
Merlin 250 |
Triton 250 |
Odyssey 1 |
|
Andromeda 1 |
Supply freighter 50 |
Corvette 15 |
|
Vanguard 5 |
Hornet 4 |
Valkyrie 3 |
|
Titan 2 |
Asuts 2 |
Sentinel Tower 20 |
|
Ion gatling 15 |
Orbital Defense Platform 10 |
Starbase 2 |
QhaqaxNo one knows how old Qhaqax are. Some suppose they were made of energies from the dawn of the universe. Their ships of unknown living alloy strike fear into all they come across. It is rumored if defeated a tesseract containing energy from dawn of the universe can be captured.
| Structural integrity | 24.500.000 |
| Attack Power | 1.600.000 |
| Shield Power | 1.500.000 |
| Cargo capacity | 100.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.02 0.02 0 |
|||
| Attack Power 0.1306 0.1306 0 |
|||
| Shield Power 0.1224 0.1224 0 |
|||
| Average 0.091 0.091 0 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Qhaqax will shot X times against the ship while red number means a single enemy ship may shoot X times against Qhaqax. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Matter satelite 250 |
Drone 250 |
Pioneer 250 |
|
Merlin 250 |
Triton 250 |
Odyssey 1 |
|
Asuts 3 3 |
Starbase 2 |
|
AsutsAsuts and their burning hatred they hold for the Qhaqax destroying their homeworld is unforgivable. Some records say they were found inside of a dying star. Regardless, power of Asuts was incalculable. Beings of incredible raw energy. They dwarfed entire worlds,their conciusness too vast to even comprehend. Their unmatched weapons technology is something to behold!
| Structural integrity | 18.800.000 |
| Attack Power | 2.600.000 |
| Shield Power | 1.400.000 |
| Cargo capacity | 100.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.02 0.02 0 |
|||
| Attack Power 0.2766 0.2766 0 |
|||
| Shield Power 0.1489 0.1489 0 |
|||
| Average 0.1485 0.1485 0 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Asuts will shot X times against the ship while red number means a single enemy ship may shoot X times against Asuts. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Matter satelite 250 |
Drone 250 |
Pioneer 250 |
|
Merlin 250 |
Triton 250 |
Odyssey 1 |
|
Hammerhead 2 |
Qhaqax 3 3 |
|
XovurXovur were a peacefull and fragile race. Divided between many clans, their history of civil wars is longer then any care to remember. That was until they stumbled upon Qhaqax during early space colonization. Qhaqax saw them as an army they could use against Asuts and thus transforming them through some eldritch ritual into immortal alloy beings. In place of dieseased and fragile bodies came shells of living metal that united all clans. Through their transformation they were shackled to their masters,souls stripped away.
| Structural integrity | 17.000.000 |
| Attack Power | 1.400.000 |
| Shield Power | 2.500.000 |
| Cargo capacity | 100.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.02 0.02 0 |
|||
| Attack Power 0.1647 0.1647 0 |
|||
| Shield Power 0.2941 0.2941 0 |
|||
| Average 0.1596 0.1596 0 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Xovur will shot X times against the ship while red number means a single enemy ship may shoot X times against Xovur. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Matter satelite 250 |
Drone 250 |
Pioneer 250 |
|
Merlin 250 |
Triton 250 |
Odyssey 1 |
|
Corvette 5 |
Vanguard 3 |
Zarkroids 3 |
|
Simnids 3 |
Sentinel Tower 4 |
|
ZarkroidsZarkroids once a part of the now fallen Star Union were a type of next generation super soldier. But even they couldn't resist Xovur attack. They were created to defend Star Union from Xovur and Qhaqax. A race of clones unable to reproduce naturally, they turned to cybernetics to sustain their ravaged bodies. Oldest among them are more machine than man. To be captured by the Zarkroids assembly is to be newest adition to their ranks. Their ships are fastest in the galaxy.
| Structural integrity | 17.900.000 |
| Attack Power | 1.700.000 |
| Shield Power | 1.600.000 |
| Cargo capacity | 250.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.02 0.02 0 |
|||
| Attack Power 0.1899 0.1899 0 |
|||
| Shield Power 0.1788 0.1788 0 |
|||
| Average 0.1296 0.1296 0 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Zarkroids will shot X times against the ship while red number means a single enemy ship may shoot X times against Zarkroids. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Matter satelite 250 |
Drone 250 |
Pioneer 250 |
|
Merlin 250 |
Triton 250 |
Odyssey 1 |
|
Valkyrie 4 |
Titan 3 |
Xovur 3 |
|
Ion gatling 3 |
||
SimnidsA plague on the universe as Asuts scripts say. To them Simnids were an abomination, endless swarm of toxic insects united under overwhelming psionic hive mind. Presence of priceless neuro active substance sealed Simnids fate. Asuts armies fell upon their planet with the Simnid swarmes crushed beneath superior technology and strategy. Brainwashed by Asuts they now serve them as logistic and ground support in their wars. Their carapace hardened cargo ships are incredibly huge.
| Structural integrity | 22.000.000 |
| Attack Power | 1.900.000 |
| Shield Power | 1.200.000 |
| Cargo capacity | 70.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.02 0.02 0 |
|||
| Attack Power 0.1727 0.1727 0 |
|||
| Shield Power 0.1091 0.1091 0 |
|||
| Average 0.1006 0.1006 0 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Simnids will shot X times against the ship while red number means a single enemy ship may shoot X times against Simnids. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Matter satelite 250 |
Drone 250 |
Pioneer 250 |
|
Merlin 250 |
Triton 250 |
Odyssey 1 |
|
Supply freighter 5 |
Hornet 4 |
Xovur 3 |
|
Orbital Defense Platform 3 |
||
IntelligenceThe secret service is primarily concerned with researching new and more efficient sensors. The more this technology is developed, the more information is available to the user about processes in his environment. For drones, the difference between your own and the opposing intelligence service level is crucial. The more one's own secret services have been researched, the more information the report contains and the smaller the chance of being discovered while spying. The more drones you send, the more details you learn from your opponent, but at the same time the risk of detection increases. The secret services are also improving the tracking of foreign fleets. Only your own secret service level is decisive. From level 2, the total number of attacking ships is displayed in addition to the pure attack report. From level 4 you can see the type of attacking ships, as well as the total number and from level 8 the exact number of different ship types. This technique is indispensable for looters as it provides information on whether the victim has a fleet and / or defense stationed or not. Therefore this technique should be researched very early on. Preferably immediately after researching supply carriers.
Quantum technologyQuantum technology deals with expanding existing computer capacities. More and more powerful and efficient computer systems are being developed. Computing power continues to increase and the speed at which computing processes run is also increased. With the increase in computer capacity, more and more fleets can be commanded at the same time. Each level of computer technology increases the maximum number of fleets by one. The more fleets you can send at the same time, the more you can raid and the more raw materials you can take. Of course, this technology is also used by dealers, because they can then also send out more commercial fleets at the same time. For this reason, the computer technology should be continuously expanded throughout the game.
+1 Fleet Slots
CapacitorsWeapons technology makes weapons systems more efficient. Each level of weapons technology increases the weapon strength of units by 10 % of the base value.
ShieldsProtective shields makes the shields on ships and defensive facilities more efficient. Each level of shield technology increases the strength of the shields by 10 % of the base value.
Composite armorSpecial alloys improve the armour on ships and defensive structures. The effectiveness of the armour can be increased by 10 % per level.
Fusion technologyThe command of different types of energy is necessary for many new technologies. Additonally, each level of energy technology will also increase the efficiency of Helium Power Plant by increasing the amount of energy produced
Usual drive
Impulse Engine
Laser Technology
Fusionsreaktor
Shields
Ion Technology
FTL Technology
Metal yield optimization
Deuterium yield optimization
Helium yield optimization
Polaron Technology
Terraformer
FTL TechnologyBy integrating the 4th and 5th dimensions it is now possible to research a new kind of drive that is more economical and efficient.
-1% Expedition time
Usual driveSublight drives are based on the age-old principle of recoil. Highly heated matter is thrown away and drives the ship in the opposite direction. The efficiency of these engines is rather low, but they are cheap and reliable and hardly require any maintenance. They also take up less space and can therefore be found again and again, especially on smaller ships. Since combustion engines are the basis of all space travel, they should be researched as early as possible. The further development of these engines makes the following ships 10% of the base value faster per level: supply freighter, scout, merlin and drones.
+10% Combustion speed
Impulse EngineThe Impulse engine is based on the reaction principle. Further development of this drive makes some ships faster, although each level increases speed by only 20 % of the base value.
+20% Impulse speed
FTL DriveHyperspace drive warps space around a ship. The development of this drive makes some ships faster, although each level increases speed by only 30 % of the base value.
+30% Hyperspace speed
Laser TechnologyFocusing light produces a beam that causes damage when it strikes an object.
Ion TechnologyTruly deadly beam of accelerated ions. The accelerated ions cause huge damage when they hit an object.
Polaron TechnologyA further development of ion research that does not accelerate ions, but high-energy plasma. The high-energy plasma has a devastating effect when it hits an object.
Subspace nodeResearch teams from different planets communicate with one another via this network. Another development center is networked for each level researched. The laboratories with the highest level are always included. The networked development center must be sufficiently developed in order to be able to carry out the upcoming research independently. The expansion stages of all participating development centers are added together in the subspace node.
AstrometryFurther findings in astrometry enable the construction of laboratories with which more and more ships can be equipped. This enables long expedition trips to areas that have not yet been explored. In addition, the advances allow the further colonization of space. In this way, another planet can be made usable for every two stages of this technology.
+0.5 Planets
Metal yield optimizationIncreases the production of Metal mines
+2% Metal mines production
Deuterium yield optimizationIncreases the production of Deuterium mines
+2% Production of deuterium refinery
Helium yield optimizationIncreases the production of Helium refinery
+2% Production of helium refinery
Orbital StructuresThis technology is the first step to achieve the greatness of all empires. The Orbital Dock allows you to build unique structures across the space
This technology allows you to unlock a new form of planets, called Orbitalstructures. Orbital docks are powerful, game-changing and special planets with their unique bonuses.
-1% Orbital dock time
Climate ResearchBy advancing our understanding of atmospheric transformation, we will be able to make useful even the most ecologically devastated worlds.
+1% Terraform bonus
World Manipulation ResearchTo carefully shape and alter the ecosystem of an entire planet into something else is not so very different from an artist sculpting a statue out of clay. This research is unique because it increases permanently fields of planets across our empire.
-1% Terraform time
TachyonsAdvanced sensors that rely on rotating tachyon beams to detect ship movements even at extreme distances.
+1% Hyperspace sensor station area
Strategy CentreBy ensuring our fleets are regularly and efficiently supplied, we can increase the number of resources we can effectively transport.
+2% Ships storage
Bot ExplorationThis technology increases the maximum slots available for Auto Exploration by one per four levels
Bot RecycleThis technology increases the maximum slots available for Auto Recycle by one per three levels
Bot AsteroidThis technology increases the maximum slots available for Auto Asteroid by one per three levels
Ringworld ProjectsThis research allows you to create Ringworld and boosts Ringworld resource production.
The Ringworld is a halo-shaped ring orbiting on the sun. This unique Orbital station provides both normal and enchanced mines, a great amount of fields to build and the best-possible resource biome bonus. Being able to colonize it, you need this technology at level 1. This can only be created on slot 1.
+2% Ringworld boost
Habitat ProjectsThis research allows you to build Habitat Ship and reduces the cooldown between coordinate jumps.
The Habitat is similar to Ringworld, but it has some difference. It only includes enhanced version of default mines and it can move coordinates for free. Being able to colonize it, you need this technology at level 1.
+2% Habitat boost
Dyson ProjectsThis research allows you to build Dyson Sphere and optimizes the conversion of entire sun light and radiation into a production of Omega
The Dyson Sphere allows you to produce Omega per hour and manipulate the star resource production of where he is built. Being able to colonize it, you need this technology at level 1. This can only be created on slot 1.
+1% Dyson boost
Sentry ProjectsThis research allows you to build Sentry Orb and gives both military and strategic benefits, as complete intelligence of the planets around your Sentry Orb.
The Sentry Orb works like an enormous radar where you can check nearby planets on a list without having to travel across all the systems on Galaxy Page. Being able to colonize it, you need this technology at level 1.
+10% Sentry boost
Decompressor ProjectsThis research allows you to build Matter Decompressor and improves both resource production and Omega consumption from Matter Decompressor.
The Decompressor it's an autonomous megastructure resource production. It produces an equivalent resource amount of your best planet, but its storage is very limited. This can only be created on slot 1.
+2% Decompressor boost
Graviton ResearchFiring a concentrated charge of graviton particles can create an artificial gravity field, which can destroy ships or even moons.
Sentinel tower| Structural integrity | 2.000 |
| Attack Power | 100 |
| Shield Power | 50 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.0133 0.04 0 |
|||
| Attack Power 0.0667 0.2 0 |
|||
| Shield Power 0.0333 0.1 0 |
|||
| Average 0.0378 0.1133 0 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Sentinel tower will shot X times against the ship while red number means a single enemy ship may shoot X times against Sentinel tower. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Corvette 1 |
Hornet 5 |
Hammerhead 20 |
|
Xovur 4 |
||
Ion Cannon| Structural integrity | 8.540 |
| Attack Power | 500 |
| Shield Power | 500 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.0169 0.0244 0.1708 |
|||
| Attack Power 0.0992 0.1429 1 |
|||
| Shield Power 0.0992 0.1429 1 |
|||
| Average 0.0718 0.1034 0.7236 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Ion Cannon will shot X times against the ship while red number means a single enemy ship may shoot X times against Ion Cannon. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Vanguard 3 |
Hornet 2 |
Valkyrie 3 |
|
Hammerhead 15 |
Zarkroids 3 |
|
Defense Platform| Structural integrity | 120.000 |
| Attack Power | 10.000 |
| Shield Power | 8.400 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.02 0.02 0.25 |
|||
| Attack Power 0.1667 0.1667 2.0833 |
|||
| Shield Power 0.14 0.14 1.75 |
|||
| Average 0.1089 0.1089 1.3611 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Defense Platform will shot X times against the ship while red number means a single enemy ship may shoot X times against Defense Platform. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Vanguard 3 |
Hornet 3 |
Valkyrie 2 |
|
Titan 3 |
Hammerhead 10 |
Simnids 3 |
Starbase| Structural integrity | 7.000.000 |
| Attack Power | 48.000 |
| Shield Power | 80.000 |
| Efficiency | |||
|---|---|---|---|
| Per-resource efficiency. The more the better! Shield and Weapon power are found by dividing the value by resource value. Structural Integrity does that, then divides by 100 for a more even average. | |||
| Structural integrity 0.0175 0.0233 0.1842 |
|||
| Attack Power 0.012 0.016 0.1263 |
|||
| Shield Power 0.02 0.0267 0.2105 |
|||
| Average 0.0165 0.022 0.1737 |
|||
| Rapidfire | ||
|---|---|---|
| Green rapidfire number means Starbase will shot X times against the ship while red number means a single enemy ship may shoot X times against Starbase. That means the number of Rapidfire that ship "A" has against ship "B" is the average of how many ship "B"'s ship "A" destroys per round. You will always look forward for higher green number and lower red number so you can succeed in battle. | ||
|
Corvette 15 |
Titan 4 |
Hammerhead 2 |
|
Qhaqax 2 |
||