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

The page outlines technology tree for the current version of rules (0.200).

Speed

Increases the speed of the fleets:

Level 1: +30% of the starting level

Level 2: +60% of the starting level

Range (obsolete from version 0.200)

Increases the maximum traveling range of the fleets:

Level 1: +30% of the starting level

Level 2: +60% of the starting level

 

Power

 

Upgrades fleet strength in battles: (see the battle formula for exact effect of the upgrade)

Level 1: +20% of the starting level

Level 2: +50% of the starting level

Level 3: +100% of the starting level

Level 4: +200% of the starting level

Level 5: +350% of the starting level

Power from carrier

Initially, the presence of a friendly carrier gives a 10% damage bonus to all non-carrier units and structures. If this tech is researched each carrier will give bonus of 25%. The upgrade requires second level power technology.

Engineering

Allows to build units and buildings faster:
  Level 1: 20% decrease (from normal time)
  Level 2: 50% decrease (from normal time)
The tech affects only ships and buildings that will be started after the purchase.

Inter-empire speed

Initially the fleets move 20% and 10% faster in inter-empire and inter-alliance routes, respectively. The tech requires first level tech upgrade and if researched the speed of flights between friendly stars is increased to:

Inter-empire flights: +100% of normal speed

Inter-alliance flights: +50% of normal speed

Advanced materials

The technology does not improve anything, but gives the possibility to research advanced types of units and buildings: 'defence station', 'mining station' and 'cruiser'.

Defence station

Allows the player to build defence stations. The defence stations are especially good against 'cruisers'. See guide pages for detailed description of the defence station.

Cruiser

Allows the players to build cruisers. The cruisers are pure military versions of carriers. The cost is approximately the same, but the firepower is double of the carriers. See guide pages for detailed figures on the ship type cruiser.

Mining station

Allows the construction of mining stations. These stations generate additional income. Their exact revenue depends directly on the number of asteroids in the system of the star.

Patrol

Provides a small defensive force for every colonized star. The force will fight with the attacking enemy fleet first. The battle is fought separately from the main force.
  Level 1 - patrol of 2 fighters and 1 bomber
  Level 2 - patrol of 10 fighters and 5 bombers.
Uncolonized stars do not have patrol. Patrol forces receive bonuses from fleet strength tech, but not from carrier even if there is a carrier orbiting the star. The patrolling forces will always stay the same, even if they are destroyed in one battle, they are again ready for the next. If the attacking forces break through the patrol, the remaining forces will attack the star's main forces. If the attacking forces fail to destroy the patrol, the attacker will not receive information about the main force orbiting the star (unless the attacker also sent a spy).

Super weapons

Allows the players to build nukes. The nuke, if sent to a star owned by an opponent, destroys all buildings on it and makes the star unhabitable. The nuke can be countered by researching SDI technology and having defense station on your stars.

SDI

Provides protection from the superweapons of the enemy. Each level increases the probability of defending:
  no SDI tech - 5%
  Level 1 - 50%
  Level 2 - 70%
  Level 3 - 90%

Also if a star has defense station then the probability that a superweapon will succeed is reduced by another 50%.

Tech tree
| | | | |
Fleet speed
Level 1, 2
Fleet strength Advanced materials Engineering 1,2 Patrol 1,2
|
Interempire speed
|
Fleet strength Level 2
|||
Level 3, 4, 5 Power from carrier Superweapons
||||
Defense station Cruiser Mining station SDI Level 1-3