- main/news - guide - rankings - forum -
guide
basics
ships and buildings
battle
battle formula
resources
tech
maps

The page outlines requirements and prices for buildings and ships for current version of rules (0.200).

Ships

name buyable price ($) capacity needed construction time(h) range (units) speed (units/h)
fighteryes5356506
bomberyes8456505
carrieryes10020012709
spyyes5030610012
cruiseryes12024012506
nukeyes25025067012

Each ship type has its own specifics:
  • Fighter is good against small units, like itself and bomber (also defence turret)
  • Bomber can easily handle big units like carriers, but is poor against fighters
  • 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.
  • 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.
  • 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.
  • 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.

    Note: the speed is higher for travel that takes place between friendly stars.

    Buildings

    name buyable requires colony maximum # construction time(h) price ($)
    factoryyesyes-615
    labyesyes-1225
    def. turretyesno-1210
    colonyyesno118100
    buying centeryesyes112100
    def. stationyesyes-12200
    miningyesno11240 per asteroid

  • 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).
  • 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.
  • Turret is a defensive structure that can be built on any star. It is especially good against fighters.
  • Colony provides access to the resources of the star, namely the income. Construction of many of the buildings requires the presents of the colony.
  • 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.
  • 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%.
  • 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.