| The page outlines requirements and prices for buildings and ships for
current version of rules (0.200).
Ships
| fighter | yes | 5 | 35 | 6 | 50 | 6 |
| bomber | yes | 8 | 45 | 6 | 50 | 5 |
| carrier | yes | 100 | 200 | 12 | 70 | 9 |
| spy | yes | 50 | 30 | 6 | 100 | 12 |
| cruiser | yes | 120 | 240 | 12 | 50 | 6 |
| nuke | yes | 250 | 250 | 6 | 70 | 12 |
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Each ship type has its own specifics:
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Fighter is good against small units,
like itself and bomber (also defence turret)
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Bomber can easily handle big units like
carriers, but is poor against fighters
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Carrier is equally good against all types of units. In one-to-one (in comparable prices) it can easily win
fighters, but will loose to bombers. Most importantly, carrier provides speed and range advantage to
the fleet and in the battle the presence of friendly carrier gives bonus
to other units.
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Cruiser is a huge and powerful warship. It does not need to fear other lesser ships
in the battlefield. The cruiser is especially good in taking out fighters and turrets, however a
reasonable number of bombers and carriers can bring it down.
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Spy is a small ship made for scouting. It is fast and has large range. Spies can reside along
enemy forces without being detected, meanwhile reporting information about the fleets and stars of the opponent. Spies only fear opposing
spies. A friendly spy on your star keeps the star clean of enemy spies.
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Nuke is the ultimate weapon of destruction.
When successfully launched at an enemy star it will wipe out all buildings and render
the star non-habitable. Nuclear strikes can only be stopped by SDI technology.
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Note: the speed is higher for travel that takes place between friendly stars.
Buildings
| factory | yes | yes | - | 6 | 15 |
| lab | yes | yes | - | 12 | 25 |
| def. turret | yes | no | - | 12 | 10 |
| colony | yes | no | 1 | 18 | 100 |
| buying center | yes | yes | 1 | 12 | 100 |
| def. station | yes | yes | - | 12 | 200 |
| mining | yes | no | 1 | 12 | 40 per asteroid |
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Factory provides capacity for the production of fleets.
If one is considering the production of fighters or bombers, it is recommended to build as many factories as possible, because
these ships require large amounts of capacity. It has to be kept in mind that the efficiency of factories starts to decrease after star's productivity
factories have been built on the star (see the resource page).
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Lab generates tech-points, thus it is critical for any technology.
It is no use to build more than star.tech labs on a star. Due to their high-tech nature all labs on a star are
destroyed when the star is conquered.
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Turret is a defensive structure that can be built on any star. It is especially
good against fighters.
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Colony provides access to the resources of the star, namely the income. Construction of
many of the buildings requires the presents of the colony.
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Buying center allows the empire to construct ships on that star. Be aware, opponents can
leave you without any buying centers (thus without an option to build ships) by capturing the stars were you have a buying center.
Buying centers are destroyed when star is captured.
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Defense station is designed to stop cruiser onslaughts.
It is also very good against carriers and fighters;
however the only weakness is the relative vulnerability to bombers. Additionally,
when combined with SDI technology (see technologies) the defense stations reduce the probability of
opponent nuking your star by 50%.
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Mining station provides a second source of income. It does not require colonies and
can be built on any star where astoroids are present. Only one mining station can be built on a star, generating a revenue
of 3*<star.asteroids> in an hour. Mining stations require mining technology for construction (see technologies).
As advance technologies are required for a mining, the mining is destroyed when the star lost to another player.
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