Sins of a Solar Empire Units/Structures/Research Reference Guide version 0.95 This document is Copyrighted 2008 to Culver Redd. ======================== Table of Contents [ToC] ======================== 0. Version History [000] I. Introduction [001] II. Structures [002] a.Logistics [002l] b.Tactical [002t] III. Units [003] a.Strike Craft [003s] b.Neutral Ships [003n] c.TES [003t] i.Frigates [003tf] ii.Cruisers [003tc] iii.Capital Ships [003ts] d.Advent [003a] i.Frigates [003af] ii.Cruisers [003ac] iii.Capital Ships [003as] e.Vasari [003v] i.Frigates [003vf] ii.Cruisers [003vc] iii.Capital Ships [003vs] IV. Research [004] a.Planetary Development [004p] b.TES [004t] i.military [004tm] ii.civics [004tc] c.Advent [004a] i.hostility [004am] ii.harmony [004ac] d.Vasari [004v] i.weapons [004vm] ii.empire [004vc] e.Fleet Logistics [004f] i.capital ships [004fcs] ii.fleet [004ff] V. Discoverables [005] a.Artifacts [005a] b.Bonuses [005b] VI. Acheivements [006] VII. Legalese [007] VIII. Contact Info [008] ========================= 0. Version History [000] ========================= 0.9: Initial release 0.95: Updated Space Ponies achievement, added most (hopefully) of the bonuses and some of the artifacts. Updated missing research info (mostly Vasari) and improved Superweapon description and advice. =============== I. Intro [001] =============== When I first started playing Sins of a Solar Empire, I felt completely overwhelmed with information. The tutorials taught me the controls, but they didn't help me learn how to play. Therefore, in the interest of helping out the next generation of players, I have compiled this reference guide of all of the various ships, buildings, technologies, etc. that you need to know before you can play the game effectively. I will, however assume that you are actually playing SoaSE, and know the basic terminology. Also, this is only the second FAQ I have ever written, so if there are some problems, please cut me some slack. If you feel that there is a major problem, contact me and I'll fix it in an update. One note on terminology: when I say "planet", I am referring to any colonizable object, not simply a planet in the traditional sense. ===================== II. Structures [002] ===================== In the interest of saving space, and because the functions are mostly equivalent between the factions, I have not divided this section by race, only by type. This section will give a basic overview of each structure's stats and functions. The generic entry will look something like this: TEC Name/Advent Name/Vasari Name Cost:Credits,Metal,Crystal HP:#### Armor:## Slots Occupied (Logistics or Tactical):## Damage/Antimatter (if applicable):### Prerequisites (if any): Function: -------------------- a. Logistics [002l] -------------------- Metal Extractor/Metal Extractor/Metal Extractor Cost:250,0,0 HP:2500 Armor:4 Slots Occupied:0 Function: This structure mines metal from metal-containing asteroids. An absolute must for any empire. This should be the second structure (crystal is more important) you create in a new colony. Crystal Extractor/Crystal Extractor/Crystal Extractor Cost:250,0,0 HP:2500 Armor:4 Slots Occupied:0 Function: This structure mines crystal from crystal-bearing asteroids. An absolute must for any empire. This should be the first structure you create in a new colony. Frigate Factory/Frigate Factory/Frigate Factory Cost:600,80,80 HP:4000 Armor:6 Slots Occupied:4 Function: True to its name, this structure builds frigates. When you unlock them, this structure also builds cruisers. You start with one of these on your home planet. Capital Ship Factory/Capital Ship Factory/Capital Ship Factory Cost:1000,250,100 HP:4500 Armor:6 Slots Occupied:4 Function: As you may have guessed, this structure builds capital ships. The first CS is free, so I would recommend building one of these right away. Military Lab/Temple of Hostility/Lirtestra Weapons Lab Cost:750,60,80 HP:4500 Armor:6 Slots Occupied:4 Function: Allows you to research items in the military tech tree. The more you have, the more advanced research you can undertake. Civics Lab/Temple of Harmony/Viturska Imperial Lab Cost:750,60,80 HP:4500 Armor:6 Slots Occupied:4 Function: Allows you to research items in the civilian tech tree. The more you have, the more advanced research you can undertake. Trade Port/Trade Port/Trade Port Cost:750,100,125 HP:4500 Armor:5 Slots Occupied:4 Prerequisites: 1 point in Orbital Commerce, Interplanetary Trade, or Offworld Exports Function: This structure generates trade ships that will travel between your other trade ports and generate credit income. You must have at least two to start a trade route. Orbital Refinery/(N/A)/Matter Processor Cost:1500,125,175 HP:6500 Armor:5 Slots Occupied:4 Prerequisites: 1 point in Orbital Refinement or Orbital Processing Function: This structure generates refinery ships that will collect crystal and metal from asteroids around neighboring planets and generate metal and crystal income. Broadcast Center/Temple of Communion/Media Hub Cost:900,100,150 HP:4500 Armor:6 Slots Occupied:4 Prerequisites: 1 point in Interstellar Networks, Unity Indoctrination, or Compelling Propaganda. Function: This structure spreads your empire's culture to neighboring systems, increasing allegiance to your empire, or decreasing allegiance to other factions. This gain or loss in allegiance will be accompanied by a proportional increase or decrease in planetary productivity. Another nice side effect is if the allegiance of a planet drops to zero, the planet will rebel and become neutral, allowing you to capture it. ------------------ b. Tactical [002t] ------------------ Gauss Defense Platform/Beam Defense Platform/Missile Platform Cost:250,75,35 HP:3000 Armor:12 Slots Occupied:1 Damage:20 Function: This structure acts as static defense against enemy invaders. It is not invulnerable, though, and cannot easily track fast moving targets like scouts. I would recommend using these only as a last resort, if your defense fleets are overwhelmed. Hangar Defense/Hangar Defense/Hangar Defense Cost:700,120,70 HP:4000 Armor:8 Slots Occupied:4 Antimatter:250 Prerequisites: 1 point in Hangar Defense Function: This structure will house two squadrons of strike craft to assist your fleets in defense. Repair Platform/Repair Platform/Regeneration Bay Cost:400,100,75 HP:3500 Armor:6 Slots Occupied:2 Antimatter:300 Prerequisites: 1 point in Repair Platform or Regeneration Bay Function: This structure uses antimatter to (comparatively) quickly repair friendly vessels. Phase Jump Inhibitor/Phase Jump Inhibitor/Phase Jump Inhibitor Cost:750,80,125 HP:2400 Armor:6 Slots Occupied:4 Prerequisites: 1 pointin Phase Jump Disruption Function: This structure increases the time it takes for enemy vessels to phase jump when retreating from your planet. Shield Generator/(N/A)/(N/A) Cost:1000,150,175 HP:4000 Armor:6 Slots Occupied:3 Antimatter:300 Prerequisites: 1 point in Planetary Shields Function: This TEC exclusive structure shields the planet that it orbits from bombardment. (N/A)/Antimatter Recharge/(N/A) Cost:1000,150,175 HP:4000 Armor:6 Slots Occupied:3 Antimatter:300 Prerequisites: 1 point in Antimatter Projection Function: This Advent exclusive structure recharges the antimatter reserves of friendly capital ships. (N/A)/(N/A)/Nano Weapon Jammer Cost:1000,150,175 HP:4000 Armor:6 Slots Occupied:3 Antimatter:300 Prerequisites: 1 point in Power Draining Nanites Function: This Vasari exclusive structure uses nanomachines to increase the cooldown time of enemy weapons. (N/A)/(N/A)/Phase Stabilizer Cost:1500,200,300 HP:4000 Armor:6 Slots Occupied:10 Antimatter:300 Prerequisites: 1 point in Phase Tunneling Function: This Vasari exclusive structure allows ships to travel directly between two Phase Stabilizer structures, effectively creating a new phase lane. Novalith Cannon/Deliverance Engine/Kostura Cannon Cost:8000,600,500 HP:4000 Armor:5 Slots Occupied:18 Antimatter:300 Prerequisites: 1 point in Novalith Prototype, Deliverance Design, or Kostura Prototype Function: This structure is the "superweapon" of each of the races. Each of these structures launches some ability directly across space to strike the enemy. The TEC variety fires a huge slug at an enemy planet for massive planetary damage. The Advent variety provokes a massive increase in friendly culture at the target planet, reducing enemy productivity and hopefully sparking a revolution. The Vasari variety acts much like the Novalith Cannon, except it sends an less powerful energy shockwave to deal ship and structural damage. Though powerful, these structures are not by themselves game winners. ================= III. Units [003] ================= Here I will discuss the various ships that the three factions can build, what they can do, and some basic strategies for their use. Please note that the stats I give are base values and most of them can be upgraded in the military tech tree. The general layout for an unit entry will be as follows: Name Credits,Metal,Crystal HP/Shields/Antimatter Armor:# Average Damage:## (Type of Weapon) Supply Used:## Strengths against (if any): Ship type Research Required (if any): Ability Upgrades (if any): Abilities (if any): Name Antimatter cost/cooldown time (s)/range/duration (s) effects Strategy: ----------------------- a. Strike Craft [003s] ----------------------- Strike craft are the tiny fighters that are housed within Hangar Defenses and capital ships. They come in two varieties: Fighters Free 60/0/0 Armor:1 Damage:2 (Autocannon) Supply:0 comes in squadrons of 6 Strategy: These little ships don't do a whole lot except annoy the enemy, but sometimes that can be enough. If you don't anticipate going up against heavy resistance, build these. Bombers Free 100/0/0 Armor:2 Damage:3 (Missile) Supply:0 comes in squadrons of 5 Strategy: Bombers are much more well-rounded. They can deal decent damage to all but the fastest vessels, and are much more efficient at whittling away at capital ships and structures. ------------------------ b. Neutral Ships [003n] ------------------------ Neutral Ships are those that are not geared toward military operations. These include: LEV Constructor Frigate/Assemby Drone/Junra Fabricator Free 850/0/0 No armor or weapons Supply:0 Strategy: These things build your structures. Protect them at all costs. Trade Ship Free 600/0/0 No armor or weapons Supply:0 Strategy: These travel between Trade Ports and improve your credit income. Refinery Ship Free 600/0/0 No armor or weapons Supply:0 Strategy: These travel between extractors and refineries, improving your metal and crystal income. -------------- c. TEC [003t] -------------- The TEC is the least specialized of the factions, with units mostly geared toward fighting and the improvement of fighting abilities. Due to the reasonable prices of TEC ships and the high defensive capability of some of the cruisers and capital ships, this faction is the most adept of the three at turtling. ___________________ i.Frigates [003tf] ___________________ Arcova Scout Frigate 200,0,0 450/175/0 Armor:1 Damage:3 (Laser) Supply:2 Upgrades:Timed Explosives, Failsafe Jump Plotting Abilities: Explore 0/0/0/0 The scout will automatically jump to another planet when it has finished a move order Probe 0/120/18000/600 The target planet and surrounding areas will remain visible even if no allied ships are nearby. Timed Explosives 0/900/200/15 Time bomb is placed on targeted structure that will deal 1200 damage and impair damage reduction by 50%. Infallible Jump Drive passive Renders the Arcova immune to the effects of Phase Jump Inhibitors. Strategy: These ships are a must for early game expansion. The explore ability allows them to map the system without your constant attentions. They have very little combat worth, though. Cobalt Light Frigate 300,55,0 600/350/200 Armor:2 Damage:10 (Laser) Supply:5 Strong vs:frigates, carriers or utility cruisers Upgrades:Sabotage Reactor Abilities: Sabotage Reactor 25/3/5000/10 Targeted ship or structure will take 100 damage and will be unable to use abilities. Target must have an antimatter pool. Strategy: Cobalts are the base frigate of the TEC military. They can hold their own against smaller ships if they are not outnumbered, but they will be steamrolled by anything larger. These ships tend to be useful for clearing asteroids of their natives, and as escorts for cruisers and capital ships. Javelis LRM Frigate 250,40,20 500/280/0 Armor:1 Damage:11 (Missile) Supply:4 Strong vs:light frigates Research:Javelis Prototype Upgrades:Cluster Warheads Abilities: Cluster Warheads 0/60/1200/10 Grants 10 points of splash damage to the Javelis' missiles. Strategy: LRM's can be very useful for long-range escorts, and excel at killing off smaller ships. They are also quite reasonably priced. They are not well-armored, though, so try to keep them away from dogfights. Krosov Siege Frigate 520,70,60 560/280/0 Armor:2 Damage:6 (Laser), 20 (Bomb) Supply:12 Research:Krosov Prototype Upgrades:Heavy Fallout Abilities: Heavy Fallout 0/0/0/360 Impairs population growth on a planet by 30%. Strategy: Even though Krosovs are the most expensive frigate in the TEC fleet, the price is worth paying, since these are the only non-capital ships that can bombard planets. Make sure to guard them, since they are ineffective in ship-to-ship combat. If you are going to use heavy fallout, keep in mind that if you should capture the planet, you will be hurting your own growth. Garda Flak Frigate 375,40,25 900/450/0 Armor:4 Damage:19 (Autocannon) Supply:4 Strong vs:strike craft Research:Garda Prototype Strategy: Flak Frigates are the mainstay of the frigate corps. They can tear strike craft to shreds, and inflict respectable damage against other frigates for a supply cost that is less than its inferior Cobalt cousin. Their only downside is their lack of special abilities. Protov Colony Frigate 450,100,50 1150/125/225 Armor:0 Damage:4 (Autocannon) Supply:6 Abilities: Colonize 90/120/5000/0 Claims a planet in the name of your empire. Crew Extractor 40/60/1000/0 Captures a neutral extractor for your use. Strategy: Simply put, these frigates are invaluable. They are the only craft other than the Akkan Battlecruiser that is capable of colonizing a new planet, and they are the only ships capable of crewing extractors in asteroid belts and other uncolonizable areas. However, they have no armor and are nigh useless in combat, so only send them in after a planet has been cleared. ____________________ ii.Cruisers [003tc] ____________________ Percheron Light Carrier 475,100,90 900/300/200 Armor:2 Damage:0 Supply:8 Research:Percheron Prototype supports 1 squadron of strike craft Strategy: While Percherons have no direct attack mechanisms, they can support strike craft to assist in battle. This cruiser is not very durable, though, so be sure to keep it back from the front lines. Hoshiko Robotics Cruiser 350,30,50 775/325/350 Armor:3 Damage:4 (Laser) Supply:4 Research:Hoshiko Prototype Upgrades:Demolition Bots Abilities: Repair Drones 50/3/3000/15 Repairs the hulls of nearby ships and structures at 20 points/s. Demolition Bots 75/3/3000/60 Inflicts 25 damage to the targeted frigate, increases their weapon cooldown by 75%, and decreases their speed and acceleration by 200%. Strategy: These units are a must-have in any large battle. They will keep the ships around them healthy and cripple enemy frigates at the same time. Make sure to keep them right behind the front line to maximize both utility and survivability. Cielo Command Cruiser 425,25,60 850/250/350 Armor:1 Damage:4 (Laser) Supply:6 Research:Cielo Prototype Upgrades:Designate Target Abilities: Embolden 50/2/4000/60 emboldens the crew of the targeted ship, decreasing their weapon cooldown by 10% and regenerating 2.5 shield points/s. Designate Target 100/45/9000/60 The designated enemy ship or structure loses 25% of its damage reduction. Strategy: Another ship that supports from the rear, the Cielo can use its special abilities to swing the course of the battle away from the enemy, by making its allies more durable and its enemies easier to hit. Kodiak Heavy Cruiser 500,100,70 1050/600/0 Armor:5 Damage:18 (Autocannon) Supply:10 Strong vs:everything Research:Kodiak Prototype Upgrades:Intercept Abilities: Intercept 0/60/0/8 Increases the Kodiak's speed by 200% and acceleration by 800% to close quickly with enemy forces. Strategy: This mini-capital ship is well worth its fairly high cost. By itself it can tear through smaller frigates, and in groups it can make even capital ships sweat. Extremely useful for system clearing, support cruiser escorts, and front line defense. __________________________ iii.Capital Ships [003ts] __________________________ Kol Battleship 3000,400,250 3000/1250/225 Armor:5 Damage:9 (Beam), 34 (Autocannon), 8 (Laser), 43 (Bomb) Supply:50 Abilities: Gauss Railgun 75/6/5000/0 Deals 300 damage to the target. Flak Burst 100/12/2400/0 Deals 30 damage to all strike squadrons in the immediate area. Adaptive Forcefield 40/45/0/20 Increases the Kol's damage reduction by 15% and increases its chance of blocking a missile by 75%. Finest Hour (must be level 6) 150/180/1000/60 Causes all ships in the area to regenerate 5 antimatter/s, 10 HP/s, decreases their weapon cooldown by 20%, and grants 60 splash damage to their weapons. Strategy: The Kol is, simply put, a flying fortress. It can hold its own against huge masses of frigates, and can use the Finest Hour ability to completely turn a battle on its head. This ship should be the mainstay of any large-scale attack force. Sova Carrier 3000,400,250 2850/1075/270 Armor:4 Damage:3 (fore Laser), 30 (side and aft Lasers),37 (Bomb) Supply:50 supports 2 squadrons of strike craft Abilities: Missile Battery 125/50/0/60 Deploys a missile platform structure to aid in attack or defense. Embargo 85/120/0/120 Increases the build time of enemy ships and structures by 30%, steals income from enemy planets, and disables the phase jump drives of trade ships. Heavy Fighters passive Increases the damage dealt by the Sova's squadrons by 10% and increases their armor by 1. Rapid Manufacturing (must be level 6) 120/120/0/45 Decreases the build time of friendly ships and structures by 30%, and allows the Sova to instantly manufacture squadrons of strike craft. Strategy: The Sova carrier is a valuable asset to any commander who would defeat his enemies on the economic, rather than military battlefield. The squadrons it stores greatly aid any defense fleet, and the Sova can induce a huge boost in production for you, or make a quick raid into enemy territory to make their production drop like a stone. Akkan Battlecruiser 3000,400,250 3150/1000/260 Armor:3 Damage:14 (fore Lasers), 11 (Autocannon), 25 (side and aft Lasers), 40 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Colonize 90/120/5000/0 Claims a planet in the name of your empire. Ion Bolt 85/10/7000/3 Renders the target unable to move, attack, use abilities, regenerate passively, or construct (if the target is a building or construction frigate). Targeting Uplink passive, 8000 range All nearby ships gain a 6% range increase and a 5% hit chance boost. Armistice (must be level 6) 150/180/12000/60 The Akkan is rendered invulnerable, and the abilities and weapons of nearby enemy ships are disabled. Strategy: The Akkan makes for an excellent starting capital ship. It can act as a heavily fortified colony ship, and can use its abilities to improve its escorts and take down defenses to punch through and conquer a system. Dunov Battlecruiser 3000,400,250 2800/1125/280 Armor:4 Damage:6 (Autocannon), 34 (Laser), 6 (Missile), 43 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Shield Restoration 90/16/6000/0 The target instantly regenerates 350 shield points. EMP Charge 100/50/4500/150 The target loses 50 antimatter. Magnetize 80/15/5000/10 The target cannot use abilities, and any nearby strike craft will be magnetically attracted to the target and, time permitting, collide with it. Flux Field (must be level 6) 125/180/4000/60 Nearby enemies will suffer a 300% increase in the antimatter cost for ability use. Strategy: The Dunov makes an excellent support craft, capable of disabling the powerful abilities sported by cruisers and capital ships, and heal its own. With the backup provided by this ship, the most powerful and expensive ships will become the most vulnerable. Marza Dreadnought 3000,400,250 2875/1150/235 Armor:4 Damage:28 (Missile), 14 (Laser), 12 (Autocannon), 57 (Bomb) Supply:50 Abilities: Radiation Bomb 85/12/6000/5 Deals 125 instant damage to the target, and then 7 damage/s to the target and all nearby ships. Raze Planet 90/40/5000/0 Deals 80 damage to a planet, and kills off 10 population. Incendiary Shells passive, 15s duration Adds 3 damage/s to all of the Marza's weapons. Missile Barrage (must be level 6) 150/240/10000/0 Launches a huge flight of missiles to deal 150 damage to all enemies in the area. Strategy: If the Kol Battleship is a flying fortress, then the Marza Dreadnought is the mobile artillery. It can deal devastating amounts of damage from afar, although it requires an escort to support it in close combat. Paired with a Dunov, this spacecraft will render the surrounding fleet unstoppable. ----------------- d. Advent [003a] ----------------- Because of their psychic nature, the Advent are adept at improving the combat effectiveness of their ships while reducing that of the enemy's. They are also skilled at turning the strengths of their enemies into weaknesses. However, Advent ships are not able to withstand as much punishment as those of the other two races, and most of their cruisers and capital ships deal less direct weapon damage. ___________________ i.Frigates [003af] ___________________ Seeker Vessel 200,0,0 400/425/0 Armor:2 Damage:3 (Laser) Supply:2 Upgrades:Unfettered Phase Jumps, Martyrdom Abilities: Explore 0/0/0/0 The Seeker will automatically jump to another planet after completing a move order. Infallible Jump Drive passive The Seeker is immune to the effects of Phase Jump Inhibitors. Martyrdom 0/0/200/0 The seeker self destructs, dealing 200 damage to all enemies within range. Strategy: The Seeker was designed for scouting missions, and that is the way it should be used. If you send two out into the field at the start of a game, the entire map will be explored within the first half hour. Also, the Martyrdom ability works extremely well as a last resort or coup de grace. Disciple Vessel 250,40,0 400/425/200 Armor:2 Damage:8 (Laser) Supply:4 Strong vs:all frigates, and support/carrier cruisers Upgrades:Steal Antimatter Abilities: Steal Antimatter 0/10/3000/0 Steals 25 antimatter from the target ship. Transfer Antimatter 100/30/5000/10 Restores the target's antimatter at 5 points. Strategy: These are the basic attackers in the Advent military. They are good for scouting and for light escorts, but not much else. Illuminator Vessel 350,50,40 500/500/0 Armor:2 Damage:16 (Beam) Supply:6 Strong vs:light frigates Research:Illuminator Design Upgrades:Deceptive Illusion Abilities: Deceptive Illusion 0/180/0/120 Disables the Illuminator's abilities, but generates a fake to draw fire. Strategy: This frigate makes an excellent protector for weaker ships. It can tear apart lighter frigates, and, unlike many other RTS counterparts, the ship generated by Deceptive Illusion can withstand prolonged fire. Purge Vessel 530,80,60 480/375/0 Armor:3 Damage:6 (Plasma), 20 (Bomb) Supply:12 Research:Purge Vessel Design Strategy: This vessel is the only non-capital ship in the Advent fleet that is capable of bombing a planet, so use these liberally. However, make sure to send a group of Illuminators with them for protection. Defense Vessel 350,40,20 650/620/0 Armor:3 Damage:22 (Laser) Supply:3 Strong vs:strike craft Research:Defense Vessel Design Strategy: These frigates are quite valuable. In addition to sporting a cheap price tag and a decent hull and shield, the Defense Vessel has enough lasers to annihilate enemy strike craft and frigates. ____________________ ii.Cruisers [003ac] ____________________ Aeria Drone Host 450,100,50 1150/125/225 Armor:0 Supply:8 Research:Drone Host Design supports 1 squadron of strike craft Strategy: These ships were made for support from a distance. The Aeria has no weapons of its own, but it supports strike craft that will do its dirty work extremely well. Iconus Guardian 525,110,120 675/1500/350 Armor:2 Damage:4 (Laser) Supply:7 Research:Guardian Design Upgrades:Repulsion Abilities: Shield Projection 100/20/5000/30 The Iconus extends its own shields to take 33% of the damage intended for its comrades. Repulsion 0/0/7500/0 Psychically pushes away nearby vessels, reducing their speed and acceleration by 1000%. Requires 6 antimatter/s to maintain. Strategy: This ship excels at defending its brethren. It is able to extend its not insubstantial shield to other vessels for increased protection, and can drive away enemies with pure psychic power. If you want to keep some purge vessels or missionaries alive, this is the ship to use. Domina Subjugator 400,80,80 550/300/350 Armor:3 Damage:4 (Laser) Supply:4 Research:Subjugator Design Upgrades:Perseverance Abilities: Suppression 100/40/6000/40 Renders the target ship unable to use weapons or abilities, phase jump, or construct structures. Perseverance 150/60/5000/40 Repairs the targeted ship or structure at 25 hull/s. Strategy: The Domina is best used in conjunction with frigates and capital ships, rendering the most powerful enemies harmless to and healing its allies to help your fleet win the day. Destra Crusader 525,100,90 775/825/0 Armor:4 Damage:19 (Plasma) Supply:10 Strong vs:everything Research:Crusader Design Upgrades:Ruthlessness Abilities: Ruthlessness passive, 3500 range All enemy ships and structures take 1.5 damage/s. Strategy: Though expensive, this ship is capable of providing a solid backbone to large-scale offensives, with effective weaponry and an ability to pile on even more damage. __________________________ iii.Capital Ships [003as] __________________________ Radiance Battlecruiser 3000,400,250 2200/1750/240 Armor:4 Damage:15 (Beam), 10 (Plasma), 26 (Laser), 43 (Bomb) Supply:50 Abilities: Detonate Antimatter 60/20/4500/20 Instantly deals 12 damage and a further 16.7 damage/s, also rendering antimatter-based abilities useless. Animosity 65/35/3000/20 Enemy ships within shift their attacks to the battleship. Energy Absorption passive Converts 5% of energy-based damage to antimatter, adds 1 armor. Cleansing Brilliance (must be level 6) 150/75/8000/8 Deals 250 damage to all enemies in range. Strategy: The presence of this ship can lend considerable effectiveness to any fleet. When on the attack, the Radiance can soak up a lot of damage, while incurring massive amounts in return. On defense, this vessel can shift the assailants' attention away from important or vulnerable ships and structures. Revelation Battlecruiser 3000,400,250 2075/1500/235 Armor:4 Damage:29 (Plasma), 18 (Laser), 50 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Reverie 75/15/8000/20 Completely disables the target. However, those affected may awaken if they take too much damage. Guidance 75/20/6000/15 Reduces the target's ability cooldown by 40%. Clairvoyance 80/20/0/50 View any planet of your choice. Provoke Hysteria (must be level 6) 150/180/5000/40 Deals 1% damage to planet health and population per second. Strategy: This craft excels in an assault force. It can scout the soon-to-be decimated planet, punch a hole in defenses, heavily reduce the planet's productivity and health, and maximize the effectiveness of their fellows. Progenitor Mothership 3000,400,250 2350/1450/265 Armor:3 Damage:30 (Plasma), 18 (Laser), 40 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Colonize 90/120/5000/360 Colonizes a planet, and reduces development and build costs by 20%. Malice 90/20/8000/20 Deals 8% damage to all enemies within range if only one is attacked. Shield Regeneration 100/20/3000/8 The target regenerates 37.5 shields/s. Resurrection (must be level 6) 100/120/5000/0 If you have lost a high-level capital ship, this will resurrect the dead crew on the target capital ship, boosting its level to that of the deceased. Strategy: This ship plays an excellent defensive role. It can use Malice to defend a large swath of space, and Shield Regeneration to keep its comrades alive. If you should lose a valuable capital ship, it can be replaced quickly and efficiently. Also, if the enemy should break through your defenses for long enough to destroy the infrastructure on your planet, the Progenitor can quickly and easily reclaim it. Halcyon Carrier 3000,400,250 2075/1600/270 Armor:3 Damage:20 (Beam), 14 (Laser), 37 (Bomb) Supply:50 supports 2 squadrons of strike craft Abilities: Telekinetic Push 90/10/4200/15 Pushes away nearby enemy strike craft, dealing 20 damage to them and reducing their speed and acceleration by 25%. Adept Drone Anima Each of the Halcyon's strike squadrons gains an extra ship. Amplify Energy Aura passive, 8000 range Reduces the cooldown time of your allies' energy weapons by 8%. Anima Tempest (must be level 6) 150/180/0/0 Spawns a huge group of strike squadrons to overwhelm your enemies. Strategy: Much like the Radiance, the Halcyon is equally adept in assault and defense roles. On the attack, it can use its abilities to overwhelm the enemy. On defense, its presence can substantially fortify a planet. Rapture Battlecruiser 3000,400,250 2100/1625/280 Armor:4 Damage:11 (Laser), 9 (Beam), 20 (Plasma), 43 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Vertigo 75/20/4500/25 Increases the targeted frigate or strike craft's weapon cooldown and decreases the chance of hit by 10%. Vengeance 75/30/6000/0 When attacked by the targeted ship or structure, the Rapture will deal 40% of that damage back to the target. Concentration Aura passive, 8000 range Increases the damage of all nearby strike craft by 10%. Domination (must be level 6) 150/90/6000/0 Permanently converts the targeted frigate to your empire. Strategy: The Rapture is capable of playing a very useful supporting role in any fleet. Its abilities can turn the tide of a seemingly unwinnable battle in your favor. Domination, especially, can prove very powerful if used wisely, even though only frigates can be turned. ----------------- e. Vasari [003v] ----------------- The Vasari play much like the Protoss in Starcraft. They have steep initial costs, but the weaponry and durability of their ships allows that investment to have a huge payoff. Due to their years of running from their unknown killers, the Vasari have a more complete knowledge of phase space than the other races, which manifests itself in some of their ships' abilities. ___________________ i.Frigates [003vf] ___________________ Jikara Navigator 225,20,0 425/225/300 Armor:1 Damage:4 (Pulse Gun) Supply:3 Upgrades:Jump Inhibition Immunity Abilities: Explore passive The Jikara will automatically jump to another planet after finishing move orders. Capture Extractor 60/60/1000/0 Captures a neutral extractor. Infallible Jump Drive passive The Jikara is immune to the effects of Phase Jump Inhibitors. Strategy: The use of this ship is extremely important in the early game. Use it to explore the galaxy with speed and efficiency. Ravastra Skirmisher 420,70,0 700/440/0 Armor:3 Damage:10 (Pulse Gun) Supply:7 Strong vs:frigates and support-type cruisers Upgrades:Reintegration, Interference Abilities: Reintegration 0/75/0/40 The Ravastra shuts down its engines and weapons in order to heal 8 hull points per second. Interference 0/8/5000/30 The target's ability cooldown and antimatter cost are doubled. Strategy: This ship is more expensive, but much stronger than its human counterparts. In addition to performing as a capable escort, this ship is quite effective at clearing systems for colonization. Kanrak Assailant 360,55,35 600/340/0 Armor:2 Damage:13 (Phase Missiles) Supply:6 Strong vs:light frigates Research:Assailant Prototype Upgrades:Discharging Missiles Abilities: Discharging Missiles 0/5/1500/2 The Kanrak cannot move, and has a 300% decreased turn rate, but gets a 25% increase in range and 15 splash damage. Strategy: The Kanrak is a valuable defensive ship. With its ability, it can transform into a powerful static defense platform, and its missiles have excellent range. Karrastra Destructor 525,80,60 520/320/0 Armor:2 Damage:6 (Wave), 23 (Bomb) Supply:12 Research:Destructor Prototype Strategy: These are the planet killers for the Vasari. Protect them well, for they are not as well-armored as the rest of their brethren, and have only weak weapons for defense. Junsurak Sentinel 400,50,30 875/550/0 Armor:3 Damage:20 (Phase Missiles) Supply:5 Strong vs:strike craft Research:Sentinel Prototype Upgrades:Discharging Missiles Abilities: Discharging Missiles 0/5/750/1 The Junsurak cannot move or turn, but gains a 25% range bonus and 12 splash damage. Strategy: Junsuraks are quite valuable as carrier defense or on the attack. They can use their ability to turn into a strike craft shredder, or support an attack run. Jarun Migrator 425,140,50 1000/225/225 Armor:0 Damage:5 (Pulse Gun) Supply:6 Abilities: Colonize 90/120/5000/0 Colonizes the targeted planet. Strategy: The Jarun is the only way for an early player without a Jarrasul capital ship to colonize planets. Hence, it is very valuable, and your enemies will prioritize its destruction. Protect it well, for it has no armor and very little defensive capability. ____________________ ii.Cruisers [003vc] ____________________ Lasurak Transporter 490,110,95 600/300/350 Armor:3 Damage:4 (Pulse Gun) Supply:8 Research:Transporter Prototype supports 1 squadron of strike craft Strategy: The Lasurak is an excellent support craft. It is able to quickly bring a squadron of strike craft to bear for a (comparatively) low price. Stilakus Subverter 400,80,80 600/300/350 Armor:3 Damage:4 (Pulse Gun) Supply:5 Research:Subverter Prototype Upgrades:Distortion Field Abilities: Shield Disruption 30/3/5000/60 Reduces the target's shield mitigation by 10% and it's ability to block phase missiles by 25%. Distortion Field 100/60/6000/30 The Stilakus teleports to the target and renders it fully disabled. Strategy: This ship plays an excellent offensive role. Although it does not have much direct attack capability, it can render the enemy vessels extremely vulnerable to the numerous missiles of the Vasari fleet, an ability envied by any commander worth his salt. Serevun Overseer 450,190,100 700/350/350 Armor:2 Damage:4 (Pulse Gun) Supply:7 Research:Overseer Prototype Upgrades:Jump Degradation, Mobile Phase Detection Abilities: Reactive Nanite Armor 50/2/6000/60 Gives the target ship 250 hull point increase and a 2 point armor bonus. Jump Degradation 100/30/0/120 Reduces the phase jump speed for incoming enemy vessels by 50%. Mobile Phase Detection passive Detects all in-jumping hostiles. Strategy: These ships are about as perfect a defense vessel as you can get. Not only can they bolster their own forces for a substantial amount of time, but their very presence warns of incoming attacks and slows their arrival. Skarovas Enforcer 675,150,110 1180/700/0 Armor:4 Damage:20 (Wave) Supply:12 Strong vs:everything Research:Enforcer Prototype Upgrades:Reintegration, Inertial Field Abilities: Reintegration 0/75/0/40 The Skarovas shuts down its weapons and engines to heal 12 hull/s. Inertial Field 0/30/4000/10 The speed and acceleration of all nearby enemies is reduced by 100%. Strategy: This craft is excellent on the attack. It has excellent stopping power, and also can use its abilities to heal itself while preventing its targets from escaping its grasp. __________________________ iii.Capital Ships [003vs] __________________________ Kortul Devastator 3000,400,200 2650/1425/225 Armor:5 Damage:12 (Wave), 30 (Pulse Beam), 6 (Phase Missiles), 45 (Bomb) Supply:50 Abilities: Power Surge 60/30/0/20 Reduces the Kortul's weapon cooldown by 25% and increases its shield regeneration rate by 75%. Jam Weapons 75/15/3500/15 All nearby strike craft cannot fire their weapons. Disruptive Strikes passive, 10s duration This ship's energy weapons increase their target's ability cooldown by 10% and decrease the target's antimatter stores by 8. Volatile Nanites (must be level 6) 150/180/6000/60 Targets suffer a 30% penalty to damage reduction and deal 150 splash damage upon death. Strategy: The Kortul is the ultimate attack vessel. It is effectively immune to attacks by strike craft, it can quickly kill off any hope of ability use, it can turn the enemies' numbers against them, and as if all of that were not enough, it can boost it's own attack and defense power? Such a ship is a force to be reckoned with. Skirantra Carrier 3000,400,200 2475/1275/250 Armor:4 Damage:9 (Wave), 12 (Phase Missiles), 35 (Bomb) Supply:50 supports 2 squadrons of strike craft Abilities: Repair Cloud 100/12/3000/10 All nearby vessels heal at 20 hull/s. Scramble Bombers 100/60/0/0 Deploys an additional bomber squadron for a short period of time. Microphasing Aura 0/0/8000/1 Renders nearby strike craft invulnerable by teleporting them out of harm's way. Replicate Forces (must be level 6) 125/180/6000/0 Instantly produces a fully functional copy of the targeted allied frigate. Strategy: This carrier is a force to be reckoned with in any defensive fleet. It can effectively bolster allied forces and speedily heal them. The presence of this ship will make it much easier to hold the front lines against even the strongest attacks. Jarrasul Evacuator 3000,400,200 2800/1150/250 Armor:3 Damage:13 (fore and side Waves), 19 (Pulse Beam), 5 (aft Waves), 40 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Colonize 90/120/5000/240 Colonizes the target planet and gives it a 20% decrease in structure build time. Gravity Warhead 100/25/6000/12 The target ship suffers a 30% speed penalty and a 60% acceleration penalty. In addition, the target's phase jump drive is disabled. Nano-Disassembler 75/12/6000/20 The target ship's armor is decreased by 2, and takes 30 damage/s. Drain Planet (must be level 6) 150/180/6600/30 The target planet takes 45 damage/s, and the Evacuator siphons 15 resources/s from it. Strategy: This ship is reasonably well-rounded for any role. It is a proficient defender, and also can take down a respectable number of defenders while dealing crippling damage to the planet they are protecting. Antorak Marauder 3000,400,200 2350/1225/280 Armor:4 Damage:12 (Pulse Beam), 10 (Phase Missiles), 12 (Wave), 40 (Bomb) Supply:50 supports 1 squadron of strike craft Abilities: Phase Out Hull 60/5/7000/6 The targeted enemy is rendered invulnerable, but is completely disabled. Distort Gravity 65/45/5000/30 All nearby ships gain a 33% speed bonus, a 50% acceleration bonus, a 8% bonus to the radius at which phase jumps are possible, and are rendered immune to the effects of phase jump inhibitors. Subversion 100/50/5000/300 The target planet suffers a 15% penalty to ship and structure build time. Stabilize Phase Space (must be level 6) 100/120/0/75 Spawns a new Phase Stabilizer node. Strategy: The Antorak is the ultimate last resort. Its abilities provide for a quick retreat in the event that the fleet it is supporting proves to be outmatched. Its Stabilize Phase Space ability in particular, creates a speedy escape route, while leaving an equally easy entry point for the next attack. Vulkoras Desolator 3000,400,200 2525/1350/235 Armor:4 Damage:24 (Phase Missiles), 10 (Pulse Beam), 7 (Wave), 53 (Bomb) Supply:50 Abilities: Phase Missile Swarm 90/15/5000/0 Generates a sizable volley of phase missiles, dealing 200 damage to all nearby enemies. Deploy Siege Platform 100/55/2600/0 Deploys a siege platform to assist in planetary bombardment. Assault Specialization passive The Vulkoras gains a 25% decrease in the cooldown of its bomb launchers. Its phase missiles will also dea an additional 60 damage to structures. Disintegration (must be level 6) 150/120/6000/8 The target takes 200 damage/s, and heals the Vulkoras of 188 hull damage. Strategy: The Vulkoras performs well as an all-around attacker, but as its abilities suggest, its real power lies in razing enemy infrastructure. While the rest of the fleet keeps the enemy ships occupied, the Vulkoras will deploy a siege platform to start bombarding the planet, and will itself take out any nearby structures. =================== IV. Research [004] =================== No matter how much you decide to rely on it, there are some types of research that will prove invaluable. In this section, I attempt to separate worthwhile from waste. Please note that all listed values are for a single tier, not the total amount. Also bear in mind that I have a tendency to buy more research than is strictly needed, so I have probably rated higher than necessary. The typical research entry will look like this: Name Branch of research Required Number of Labs:# Research Prerequisites (if any): Tier 1 cost:credits, metal, crystal Tier 2 cost (if applicable):credits, metal, crystal Tier 3 cost (if applicable):credits, metal, crystal Effect Worth: 1 to 5, 1s being must-haves, and 5s not worth the bother -------------------------------- a. Planetary Development [004p] -------------------------------- Planetary Development is research that upgrades the stats of a planet, rather than ships or structures. You should put at least one point into all of these for each planet, unless you are setting up a planet as bait or will not be using tactical structures. Civilian Infrastructure Planetary Development Labs: 0 1:450,150,75 2:550,175,125 3:650,200,175 4:750,225,225 Improves the population capacity by 100% and growth of the planet by .05. It also drops the underdevelopment penalty by 2. Worth: 1 Logistics Capacity Planetary Development Labs: 0 1:450,150,75 2:550,175,125 3:650,200,175 Increases the number of logistics slots by 6, and number of constructor ships by 1 to a maximum of 2 for the planet. Worth: 1 Emergency Facilities Planetary Development Labs: 0 1:450,150,75 2:550,175,125 3:650,200,175 Increases the the planet health by 1500. Worth: 2.5 Tactical Capacity Planetary Development Labs: 0 1:450,150,75 2:550,175,125 3:650,200,175 Increases the number of tactical slots by 10, and number of constructor ships by 1 to a maximum of 2 for the planet. Worth: 3 Explore Planet Planetary Development Labs: 0 1:450,150,75 2:550,175,125 Explores 50% of the planet's surface, and uncovers an artifact or other special bonus if there is one to be found. Worth: 1 Change Capital Planetary Development Labs: 0 1:2000,300,200 Moves your empire's capital to the current planet. Worth: 3 (this one is mostly situational) -------------- b. TEC [004t] -------------- ___________________ i.Military [004tm] ___________________ Hull Reinforcement Structural Subsystems Labs:1 1:400,0,25 2:500,0,50 Increases the hull points of all ships and structures by 6% and hull regeneration by 3%. Worth: 1 Fortified Superstructure Structural Subsystems Labs:2 Prerequisites: 2 points in Hull Reinforcement 1:600,50,100 2:700,75,125 Increases the hull points of all ships and structures by a further 6% and hull regeneration by a further 3%. Worth: 1 Expert Damage Control Structural Subsystems Labs:4 Prerequisites: 2 points in Fortified Superstructure 1:1000,150,250 2:1100,100,275 Increases the hull points of all ships and structures by 3% and hull regeneration by 10%. Worth: 2 Advanced Metallurgy Structural Subsystems Labs:1 1:400,0,25 2:500,0,50 Increases the armor rating of all ships by .8. Worth: 1 Titano-Ferric Plating Structural Subsystems Labs:3 Prerequisites: 2 points in Advanced Metallurgy 1:800,100,175 2:700,125,200 Armor ratings are improved by .8. Worth: 3 Impact Analysis Structural Subsystems Labs:5 Prerequisites: 2 points in Titano-Ferric Plating 1:1200,200,325 2:1300,225,350 The armor of your ships is increased by another .8. Worth: 3 Repelon Premium Armor Structural Subsystems Labs:7 Prerequisites: 2 points in Impact Analysis 1:1600,300,475 2:1700,325,500 Once more increases the armor rating of all ships by .8. Worth: 4 Improved Shield Arrays Structural Subsystems Labs:3 1:800,100,175 2:900,125,20 Increases the shields and shield regeneration of all ships by 5%. Worth: 1 Superior Shield Emitters Structural Subsystems Labs:5 Prerequisites: 2 points in Improved Shield Arrays 1:1200,200,325 2:1300,225,350 Increases the shields and shield regeneration of all ships by 5%. Worth: 2.5 Efficient Generators Structural Subsystems Labs:4 1:1000,150,250 2:1100,175,275 Increases antimatter reserves and regeneration by 5%. Worth: 2 Potent Reaction Chaining Structural Subsystems Labs:6 Prerequisites: 2 points of Efficient Generators 1:1400,250,400 2:1500,275,425 Increases antimatter reserves and regeneration by an additional 5%. Worth: 3.5 Advanced Maneuvering Structural Subsystems Labs:5 1:1200,200,325 2:1300,225,350 Improves capital ship turn rate by 8%. Worth: 2 Failsafe Jump Plotting Structural Subsystems Labs:6 1:1400,250,400 Gives the Infallible Jump Drive ability to Arcova Scout Frigates. Worth: 4 Quick Gauss Capacitors Ballistics And Rocketry Labs:1 1:400,0,25 2:500,0,50 3:600,0,75 Increases the rate of fire of Gauss Defense Platforms by 5%. Worth: 4 Laser Amplification Ballistics And Rocketry Labs:1 1:400,0,25 2:500,0,50 Improves laser damage by 5%. Worth: 1 High Intensity Lasers Ballistics And Rocketry Labs:2 Prerequisites: 2 points in Laser Amplification 1:600,50,100 2:700,75,125 Improves laser damage by a further 5%. Worth: 1.5 Ferro-Uranite Rounds Ballistics And Rocketry Labs:2 Prerequisites: 1 point in Advanced Metallurgy 1:600,50,100 2:700,75,125 Increases autocannon damage by 5%. Worth: 1 Advanced Ballistics Ballistics And Rocketry Labs:3 Prerequisites: 2 points in Ferro-Uranite Rounds 1:800,100,175 2:900,125,200 Improves autocannon damage by a further 5%. Worth: 2 Highly Conductive Rails Ballistics And Rocketry Labs:3 Prerequisites: 1 point in Ferro-Uranite Rounds 1:800,100,175 Improves the range of Gauss Defense Platforms by 12%. Worth: 3 Refined Propellants Ballistics And Rocketry Labs:5 Prerequisites: 2 points in Advanced Ballistics 1:1200,200,325 2:1300,225,350 Improves autocannon damage by an additional 5%. Worth: 3.5 Refined Missile Avionics Ballistics And Rocketry Labs:2 Prerequisites: 1 point in Javelis Prototype 1:600,50,100 2:700,75,125 Improves missile damage by 5%. Worth: 2 Enhanced ACM Ballistics And Rocketry Labs:4 Prerequisites: 2 points in Refined Missile Avionics 1:1000,150,250 2:1100,175,275 Further improves missile damage by 5%. Worth: 2 Cyclotaurite Payloads Ballistics And Rocketry Labs:6 Prerequisites: 2 points in Enhanced ACM 1:1400,250,400 2:1500,275,425 Adds another 5% to the damage done by missiles. Worth: 3.5 Extended Range Missiles Ballistics And Rocketry Labs:7 Prerequisites: 1 point in Cyclotaurite Payloads 1:1600,300,475 2:1700,325,500 3:1800,350,525 Missile range is improved by 4%. Worth: 4 Heavy Fallout Ballistics And Rocketry Labs:4 1:1000,150,250 Unlocks the Heavy Fallout ability for Krosov Siege Frigates. Worth: 3 (see my warning about the Heavy Fallout ability) High Yield Warheads Ballistics And Rocketry Labs:7 Prerequisites: 1 point in Heavy Fallout 1:1600,300,475 2:1700,325,525 3:1800,350,525 Improves damage done by planetary bombardment by 10%. Worth: 3 Hangar Defense Experimental Design Labs:1 1:400,0,25 Unlocks the Hangar Defense tactical structure. Worth: 3 Repair Platform Experimental Design Labs:1 1:400,0,25 Unlocks the Repair Platform tactical structure. Worth: 1.5 Superior Repair Bots Experimental Design Labs:2 Prerequisites: 1 point in Repair Platform
1:600,50,100
2:700,75,125

Improves the hull repairs provided by the Repair Platform.

Worth: 2

Hoshiko Prototype
Experimental Design
Labs:3
Prerequisites: 1 point in Superior Repair Bots

1:800,100,175

Unlocks the Hoshiko Robotics Cruiser.

Worth: 2

Demolition Bots
Experimental Design
Labs:5
Prerequisites: 1 point in Hoshiko Prototype

1:1200,200,325

Unlocks the Demolition Bots ability for the Hoshiko Robotics Cruiser.

Worth: 1 (if you have unlocked the Hoshiko in the first place.)

Krosov Prototype
Experimental Design
Labs:2

1:600,50,100

Unlocks the Krosov Siege Frigate.

Worth: 1

Garda Prototype
Experimental Design
Labs:2

1:600,50,100

Unlocks the Garda Flak Frigate.

Worth: 1.5

Javelis Prototype
Experimental Design
Labs:2

1:600,50,100

Unlocks the Javelis LRM Frigate.

Worth: 2

Cluster Warheads
Experimental Design
Labs:4
Prerequisites: 1 point in Javelis Prototype

1:1000,150,250

Unlocks the Cluster Warheads ability for Javelis LRM Frigates.

Worth: 3

Timed Explosives
Experimental Design
Labs:3

1:800,100,175

Unlocks the Timed Explosives ability for Arcova Scout Frigates

Worth: 4

Percheron Prototype
Experimental Design
Labs:3

1:800,100,175

Unlocks the Percheron Light Carrier.

Worth: 3

Phase Jump Disruption
Experimental Design
Labs:4

1:1000,150,250

Unlocks the Phase Jump Inhibitor tactical structure.

Worth: 3

Sabotage Reactor
Experimental Design
Labs:4

1:1000,150,250

Unlocks the Sabotage Reactor ability for Cobalt Light Frigates.

Worth: 2.75

Kodiak Prototype
Experimental Design
Labs:5

1:1200,200,325

Unlocks the Kodiak Heavy Cruiser.

Worth: 1.5

Intercept
Experimental Design
Labs:6
Prerequisites: 1 point in Kodiak Prototype

1:1400,250,400

Unlocks the Intercept ability for Kodiak Heavy Cruisers.

Worth: 2

Cielo Prototype
Experimental Design
Labs:5

1:1200,200,325

Unlocks the Cielo Command Cruiser.

Worth: 3

Designate Target
Experimental Design
Labs:6
Prerequisites: 1 point in Cielo Prototype

1:1400,250,400

Unlocks the Designate Target ability for the Cielo Command Cruiser.

Worth: 2.5

Novalith Prototype
Experimental Design
Labs:8
Prerequisites: 1 point in Extended Range Missiles

1:1800,350,550

Unlocks the Novalith Cannon superweapon.

Worth: 1 (if you don't mind paying the 21000,2480,3415 necessary for 8 
Military Labs, 7 prerequisites, the prototype research, and the cannon itself)

__________________
ii.Civics  [004tc]
__________________

Deep Core Metal Mining
Industry
Labs:1

1:400,0,25
2:500,0.50

Improves the gather rate of metal extractors by by 7%.

Worth: 1

Rapid Hydrometallurgy
Industry
Labs:2
Prerequisites: 2 points in Deep Core Metal Mining

1:600,50,100
2:700,75,125

Increases the metal extraction rate by an additional 7%.

Worth: 1

Nuclear Smelting
Industry
Labs:4
Prerequisites: 2 points in Rapid Hydrometallurgy

1:1000,150,250
2:1100,175,275

The extraction rate of metal is again increased by 7%.

Worth: 2

Efficient Crystal Sorting
Industry
Labs:2

1:600,50,100
2:700,75,125

The extraction rate of crystal is increased by 7%.

Worth: 1

Automated Mining Rigs
Industry
Labs:3
Prerequisites: 2 points in Efficient Crystal Sorting

1:800,100,175
2:900,125,200

Improves the extraction rate of crystal by another 7%.

Worth: 1

Shockwave Pulverization
Industry
Labs:5
Prerequisites: 2 points in Automated Mining Rigs

1:1200,200,325
2:1300,225,350

Upgrades crystal extraction rate by a further 7%.

Worth: 2

Orbital Commerce
Industry
Labs:2

1:600,50,100

Unlocks the Trade Port logistics structure.

Worth: 1

Orbital Refinement
Industry
Labs:4

1:1000,150,250

Unlocks the Orbital Refinery logistics structure.

Worth: 2.5

Huge Cargo Holds
Industry
Labs:4
Prerequisites: 1 point in Orbital Commerce, 1 point in Orbital Refinement

1:1000,150,250
2:1100,175,275

Increases the size of trade and refinery ships' cargo holds by 8%, thereby
improving income from Orbital Refineries and Trade Ports.

Worth: 2.5

Immense Cargo Holds
Industry
Labs:6
Prerequisites: 2 points in Huge Cargo Holds

1:1400,250,400
2:1500,275,425

Improves cargo hold size for refinery and trade ships by a further 8%.

Worth: 2.25

Pervasive Economy
Industry
Labs:8
Prerequisites: 2 points in Immense Cargo Holds

1:1800,350,500
2:1900,375,575

When any player sells resources, you get 10% of the credits earned, and when 
any player trades resources, you gain 8% of the credits earned.

Worth: 2

Rapid Development
Industry
Labs:3

1:800,100,175
2:900,125,200

Decreases the time required for planetary development by 25%.

Worth: 3

Industrial Juggernaught
Industry
Labs:7

1:1600,300,475
2:1700,325,500
3:1800,350,525

The build time for all ships is decreased by 7%

Worth: 2

Sensor Drones
Engineering
Labs:1

1:400,0,25
2:500,0,50

Unlocks the Probe ability for Arcova Scout Frigates.

Worth: 4

High Density Zoning
Engineering
Labs:1

1:400,0,25
2:500,0,50

Increases the population cap for Terran planets by 8%.

Worth: 2

Advanced Civic Design
Engineering
Labs:3
Prerequisites: 2 points in High Density Zoning

1:800,100,175
2:900,125,200

Further increases the maximum population on Terran planets by 8%.

Worth: 3

Improved Arid Colonies
Engineering
Labs:1

1:400,0,25
2:500,0,50

Improves the population cap on Desert planets by 8%.

Worth: 2

Modular Architecture
Engineering
Labs:1

1:400,0,25
2:500,0,50

Decreases the cost of extractors and factories by 20%.

Worth: 4.5

Arctic Exploitation
Engineering
Labs:2

1:600,50,100

Allows you to colonize Ice planets.

Worth: 1

Advanced Arctic Colonies
Engineering
Labs:4
Prerequisites: 1 point in Arctic Exploitation

1:1000,150,250
2:1100,175,275

Improves the population cap for Ice planets by 8%.

Worth: 2.5

Volcanic Exploitation
Engineering
Labs:2

1:600,50,100

Allows you to colonize Volcanic planets.

Worth: 1

Basic PSIDAR
Engineering
Labs:2

1:600,50,100

Detects phase jumping enemies one planet away from your colonies.

Worth: 1

Enhanced PSIDAR
Engineering
Labs:5
Prerequisites: 1 point in Basic PSIDAR

1:1200,200,325

Detects phase jumping enemies two planets away from your colonies.

Worth: 2

Long Range Jumps
Engineering
Labs:3

1:800,100,175

Your ships will be able to jump to other solar systems.

Worth: 1 (when applicable)

Worm Hole Navigation
Engineering
Labs:5

1:1200,200,325

Your ships will be able to travel through wormholes.

Worth: 1 (when applicable)

Planetary Shields
Engineering
Labs:5

1:1200,200,325

Unlocks the Shield Generator tactical structure.

Worth: 2.5

Superior Planet Shields
Engineering
Labs:7
Prerequisites: 1 point in Planetary Shields

1:1600,300,475
2:1700,325,500

Improves the shield mitigation of planetary shields.

Worth: 3

Quick Jump Calculation
Engineering
Labs:6

1:1400,250,400
2:1500,275,425

Decreases the charging time of your ships' phase jump engines by 15%.

Worth: 3.5

Expedited Permits
Policy
Labs:2

1:600,50,100
2:700,75,125

Decreases the build time for structures by 17%.

Worth: 2.5

Civilian Ship Safety Act
Policy
Labs:3

1:800,100,175
2:900,125,200

Improves the hulls and armor of neutral ships.

Worth: 5

Interstellar Networks
Policy
Labs:3

1:800,100,175

Unlocks the Broadcast Center logistics structure.

Worth: 1

Addictive Consumerism
Policy
Labs:4
Prerequisites: 1 point in Interstellar Networks

1:1000,150,250
2:1100,175,275

Improves culture spread rate by 5%. This research also increases the antimatter
regeneration bonus for ships in friendly-cultured gravity wells by .4.

Worth: 2

Cultural Monopolization
Policy
Labs:6
Prerequisites: 2 points in Addictive Consumerism

1:1400,250,400
2:1500,275,425

Improves culture spread rate by an additional 5% and antimatter regeneration
bonus by an additional .3.

Worth: 3

Critical Mass
Policy
Labs:5
Prerequisites: 2 points in Addictive Consumerism

1:1200,200,325
2:1300,225,350

Decreases the amount of spread rate loss incurred by each planet by 25%.

Worth: 1.5

Insurgency
Policy
Labs:8
Prerequisites: 2 points in Cultural Monopolization

1:1800,350,550
2:1900,375,575

Enemy factions (including pirates) suffer periodic raids by trader rebels.

Worth: 2.5

Foreign Sabotage
Policy
Labs:7
Prerequisites: 2 points in Cultural Monopolization

1:1600,300,475
2:1700,325,500

Enemy factions suffer a 50% increase in build time for structures and ships.

Worth: 2

Skilled Diplomats
Policy
Labs:4

1:1000,150,250
2:1100,175,275

You get an additional 15% happiness when you complete missions for other
factions and you lose 10% less when you fail a mission.

Worth: 4

Favored Client Discount
Policy
Labs:4

1:1000,150,250
2:1100,175,275

Black market sell prices are increased by 8%, and buy prices are decreased by
8%.

Worth: 1

Catastrophe Recovery
Policy
Labs:5

1:1200,200,325
2:1300,225,350

The reconstruction rate of emergency facilities after a planet has been
bombarded is increased by 13%.

Worth: 4.5

Development Mandate
Policy
Labs:6

1:1400,250,400
2:1500,275,425

All of your planets gain an additional 4 logistics slots.

Worth: 3 (depends on how much infrastructure you need)

Basic Crew Training
Policy
Labs:6

1:1400,250,400

The maximum capital ship level available for purchase is increased from 2 to 3.

Worth: 3.5

 
-----------------
c. Advent  [004a]
-----------------

____________________
i.Hostility  [004am]
____________________

Refined Laser Cannons
Energy
Labs:1

1:400,0,25
2:500,0,50

Improves laser damage by 5%.

Worth: 1

Burst Modulated Lasers
Energy
Labs:2
Prerequisites: 2 points in Refined Laser Cannons

1:600,50,100
2:700,75,125

Laser damage is increased by an additional 5%.

Worth: 2

PsiTech Powered Lasers
Energy
Labs:4
Prerequisites: 2 points in Burst Modulated Lasers

1:1000,150,250
2:1100,175,125

Laser damage is improved by a further 5%.

Worth: 2.5

Improved Containment
Energy
Labs:2

1:600,50,100
2:700,75,125

The damage dealt by plasma weapons is improved by 5%.

Worth: 1

High Intensity Plasma
Energy
Labs:3
Prerequisites: 2 points in Improved Containment

1:800,100,175
2:900,125,200

Plasma damage is improved by a further 5%.

Worth: 1.5

Strong Plasma Ejection
Energy
Labs:5
Prerequisites: 2 points in High Intensity Plasma

1:1200,200,325
2:1300,225,350

Plasma weapon damage is once again increased by 5%.

Worth: 2.5

Rapid Plasma Generation
Energy
Labs:7
Prerequisites: 2 points in Strong Plasma Ejection

1:1600,300,475
2:1700,325,500
3:1800,350,525

The cooldown time of all plasma weapons is decreased by 5%.

Worth: 3.5

Improved Beam Emitters
Energy
Labs:3

1:800,100,175
2:900,125,200

The damage potential of all beam weapons is improved by 5%.

Worth: 2

Beam Amplification
Energy
Labs:4
Prerequisites: 2 points in Improved Beam Emitters

1:1000,150,250
2:1100,175,275

Beam damage is increased by a further 5%.

Worth: 3

Superior Emission Coils
Energy
Labs:6
Prerequisites: 2 points in Beam Amplification

1:1400,250,400
2:1500,275,425

Beam weapon damage is improved by another 5%.

Worth: 3.5

Precision Beam Focus
Energy
Labs:7
Prerequisites: 2 points in Superior Emission Coils

1:1600,300,475
2:1700,325,500
3:1800,350,525

The range of all beam weapons is increased by 4%.

Worth: 3.5

Inspired Reactor Design
Energy
Labs:3

1:800,100,175
2:900,125,200

Antimatter reserves and regeneration are improved by 5%.

Worth: 1

Quick Reaction Cycling
Energy
Labs:5
Prerequisites: 2 points in Inspired Reactor Design

1:1200,200,325
2:1300,225,350

The antimatter reserves and regeneration rates of all ships are improved by 5%.

Worth: 1.5

Synergistic Reactions
Energy
Labs:7
Prerequisites: 2 points in Quick Reaction Cycling

1:1600,300,475
2:1700,325,500

Antimatter reserves and regeneration are improved by a further 5%.

Worth: 2

Basic Shield Projection
Energy
Labs:1

1:400,0,25
2:500,0,50

Shields and shield regeneration are improved by 5%.

Worth: 1

PsiTech Shield Emitters
Energy
Labs:2
Prerequisites: 2 points in Basic Shield Projection

1:600,50,100
2:700,75,125

The shields and regeneration rates of all ships are increased by 5%.

Worth: 1

Potent Shield Generation
Energy
Labs:4
Prerequisites: 2 points in PsiTech Shield Emitters

1:1000,150,250
2:1100,175,275

Shields and regeneration are once again improved by 5%.

Worth: 2

Raised Shield Harmonics
Energy
Labs:6
Prerequisites: 2 points in Potent Shield Generation

1:1400,250,400
2:1500,275,425

Maximum shield mitigation is increased by 2%.

Worth: 3

Hangar Defense
Ascension
Labs:1

1:400,0,25

Unlocks the Hangar Defense tactical structure.

Worth: 3

Skilled Hangar Anima
Ascension
Labs:2
Prerequisites: 1 point in Hangar Defense

1:600,50,100
2:700,75,125

Hangar Defenses get 1 extra squadron of strike craft.

Worth: 2.5

Purge Vessel Design
Ascension
Labs:1

1:400,0,25

Unlocks the Purge Vessel.

Worth: 1

Defense Vessel Design
Ascension
Labs:2

1:600,50,100

Unlocks the Defense Vessel.

Worth: 1.5

Drone Host Design
Ascension
Labs:2

1:600,50,100

Unlocks the Aeria Drone Host.

Worth: 2.5

Repair Platform
Ascension
Labs:2

1:600,50,100

Unlocks the Repair Platform tactical structure

Worth: 2

Guardian Design
Ascension
Labs:3
Prerequisites: 1 point in PsiTech Shield Emitters

1:800,100,175

Unlocks the Iconus Guardian.

Worth: 2

Repulsion
Ascension
Labs:5
Prerequisites: 1 point in Guardian Design

1:1200,200,325

Unlocks the Repulsion ability for the Iconus Guardian.

Worth: 2.5

Steal Antimatter
Ascension
Labs:3

1:800,100,175

Unlocks the Steal Antimatter ability for Disciple Vessels.

Worth: 1.5

Illuminator Design
Ascension
Labs:3

1:800,100,175

Unlocks the Illuminator Vessel.

Worth: 2

Deceptive Illusion
Ascension
Labs:5
Prerequisites: 1 point in Illuminator Design

1:1200,200,325

Unlocks the Deceptive Illusion ability for Illuminator Vessels.

Worth: 1.5

Basic Crew Training
Ascension
Labs:4

1:1000,150,250

Increases the maximum buyable capital ship level from 2 to 3.

Worth: 3

Martyrdom
Ascension
Labs:4

1:1000,150,250

Unlocks the Martyrdom ability for Seeker Vessels.

Worth: 2.5

Crusader Design
Ascension
Labs:5

1:1200,200,325

Unlocks the Destra Crusader.

Worth: 2.5

Ruthlessness
Ascension
Labs:7
Prerequisites: 1 point in Crusader Design

1:1600,300,475

Unlocks the Ruthlessness ability for the Destra Crusader.

Worth: 2

Subjugator Design
Ascension
Labs:5

1:1200,200,325

Unlocks the Domina Subjugator.

Worth: 2

Perseverance
Ascension
Labs:6
Prerequisites: 1 point in Subjugator Design

1:1400,250,400

Unlocks the Perseverance ability for the Domina Subjugator.

Worth: 2

Unfettered Phase Jumps
Ascension
Labs:6

1:1400,250,400

Unlocks the Infallible Jump Drive ability for Seeker Vessels.

Worth: 3.5

Mass Transcendence
Ascension
Labs:8

1:1800,350,550
2:1900,375,575

Until level 2, capital ships gain .92 experience/s. Regardless of level, they
gain a 25% bonus to experience gained in combat.

Worth: 2

Refined Frameworks
Substance
Labs:1

1:400,0,25
2:500,0,50

Increases maximum hull points, and their regeneration, by 5%.

Worth: 1

Elegant Hull Design
Substance
Labs:3
Prerequisites: 2 points in Refined Frameworks

1:800,100,175
2:900,125,200

The hull points and regeneration of all ships are improved by 5%.

Worth: 1

Supreme Architecture
Substance
Labs:5
Prerequisites: 2 points in Elegant Hull Design

1:1200,200,325
2:1300,225,350

Hull points and regeneration are increased by a further 5%.

Worth: 2

Augmented Launchers
Substance
Labs:2

1:600,50,100
2:700,75,125

The damage done by bombs is improved by 5%.

Worth: 1

PsiTech Propelled Bolts
Substance
Labs:3
Prerequisites: 2 points in Augmented Launchers

1:800,100,175
2:900,125,200

Bomb damage is increased by a further 5%.

Worth: 1

Divine Launcher Arrays
Substance
Labs:5
Prerequisites: 2 points in PsiTech Propelled Bolts

1:1200,200,325
2:1300,225,350

Bombs deal an additional 5% damage.

Worth: 2

Advanced Composites
Substance
Labs:6

1:1400,250,400
2:1500,275,425

Armor is increased by 1.

Worth: 1

Telekinetic Projection
Substance
Labs:7
Prerequisites: 2 points in Advanced Composites

1:1600,300,475
2:1700,325,500

The armor rating of all ships is improved by 1.

Worth: 3

___________________
ii.Harmony  [004ac]
___________________

Communal Labor
PsiTech
Labs:2

1:600,50,100

Unlocks the Communal Labor ability for Assembly Drones, which allows them to
group together on a single structure, building it faster, but at increased
cost.

Worth: 4

Unity Indoctrination
PsiTech
Labs:2

1:600,50,100

Unlocks the Temple of Communion logistics structure.

Worth: 1

Zealous Worship
PsiTech
Labs:2
Prerequisites: 1 point in Unity Indoctrination

1:600,50,100
2:700,75,125

Culture spread rate is increased by 5%, and cultural mitigation (I think this 
is resistance to the effects of other cultures, but I'm not sure) is increased
by 1%.

Worth: 1

Unwavering Belief
PsiTech
Labs:4
Prerequisites: 2 points in Zealous Worship

1:1000,150,250
2:1100,175,275

The spread rate of your culture is improved by 5%, and cultural mitigation is
improved by 1%.

Worth: 2

Wall of Faith
PsiTech
Labs:5
Prerequisites: 2 points in Unwavering Belief

1:1200,200,325
2:1300,225,350

Your empire's resistance to the spread of other cultures is increased by 20%.

Worth: 1

Total Assimilation
PsiTech
Labs:6
Prerequisites: 2 points in Unwavering Belief

1:1400,250,400
2:1500,275,425

Your empire's culture spread rate is increased by 5%, and its cultural
mitigation is increased by 1%.

Worth: 3

Deliverance Design
PsiTech
Labs:8
Prerequisites: 2 points in Total Assimilation

1:1800,350,550

Unlocks the Deliverance Engine superweapon.

Worth: 1 (see my warning for Novalith Prototype)

Distant Visualization
PsiTech
Labs:3

1:800,100,175

Your ships can now jump to other solar systems.

Worth: 1 (when applicable)

Phase Jump Disruption
PsiTech
Labs:3

1:800,100,175

Unlocks the Phase Jump Inhibitor tactical structure.

Worth: 3

Augmented Defense Grid
PsiTech
Labs:4

1:1000,150,250
2:1100,175,275

Your planets gain 2 more tactical slots.

Worth: 3

Induced Leniency
PsiTech
Labs:5

1:1200,200,325
2:1300,225,350

Other factions give you 30% more time to complete their missions, and lose 15%
less happiness should you fail.

Worth: 3

Worm Hole Passage
PsiTech
Labs:5

1:1200,200,325

Your ships can now travel through wormholes.

Worth: 1 (when applicable)

Antimatter Projection
PsiTech
Labs:6

1:1400,250,400

Unlocks the Antimatter Recharger tactical structure.

Worth: 2.5

Antimatter Multicasting
PsiTech
Labs:7
Prerequisites: 1 point in Antimatter Projection

1:1600,300,475
2:1500,275,425

Increases the amount of antimatter restored by the Antimatter Recharger.

Worth: 2.5

High Efficiency Jumps
PsiTech
Labs:7

1:1600,300,475
2:1700,325,500
3:1800,350,525

The antimatter cost for phase jumps is decreased by 11%.

Worth: 2

Allure of the Unity
PsiTech
Labs:8

1:1800,350,550
2:1900,375,575

Increases the maximum allegiance of your planets by 5%.

Worth: 3.5

Knowledge Aggregation
Perception
Labs:1

1:400,0,25
2:500,0,50
3:600,0,75

The rate of research is increased by 11%.

Worth: 1

Lingering Presence
Perception
Labs:2

1:600,50,100
2:700,75,125

Unlocks the Lingering Presence ability for Seeker Vessels, which maintains
visibility for 300s in the gravity well in which the Seeker is destroyed.

Worth: 1

Forewarning
Perception
Labs:2

1:600,50,100

You get early warning of in-jumping enemies up to one planet away from your
empire.

Worth: 1

Acute Premonitions
Perception
Labs:5
Prerequisites: 1 point in Forewarning

1:1200,200,325

You get early warning of in-jumping enemies up to two planets away from your
empire.

Worth: 1

Divination
Perception
Labs:3

1:800,100,175
2:900,125,200

The build time of all structures is reduced by 40%, and their price is reduced
by 25%.

Worth: 1

False Belief Monitoring
Perception
Labs:4
Prerequisites: 1 point in Unwavering Belief

1:1000,150,250

The spread of all hostile culture is visible

Worth: 2

Eyes of the Converted
Perception
Labs:6
Prerequisites: 1 point in False Belief Monitoring

1:1600,300,475

All planets with friendly culture are visible.

Worth: 2

Persuasive Offers
Materialism
Labs:1

1:400,0,25
2:500,0,50

The bounty bought with a given amount of money is increased by 13%.

Worth: 1

Homeworld Prophecy
Materialism
Labs:1

1:400,0,25
2:500,0,50

The population cap on Desert planets is raised by 8%.

Worth: 2.5

Inspired Architecture
Materialism
Labs:1
Prerequisites: 1 point in Homeworld Prophecy

1:400,0,25
2:500,0,50

The population cap on Terran planets is raised by 8%.

Worth: 2

Thriving Desert Cities
Materialism
Labs:2
Prerequisites: 2 points in Homeworld Prophecy

1:600,50,100
2:700,75,125

Desert planets can support 8% more people.

Worth: 3

Rich Ore Scrying
Materialism
Labs:2

1:600,50,100
2:700,75,125

Metal income is increased by 7%.

Worth: 1

Telekinetic Extraction
Materialism
Labs:3
Prerequisites: 2 points in Rich Ore Scrying

1:800,100,175
2:900,125,200

The rate of metal income is again increased by 7%.

Worth: 2

Enhanced Reclamation
Materialism
Labs:4
Prerequisites: 2 points in Telekinetic Extraction

1:1000,150,250
2:1100,175,275

Metal income is improved by 6%.

Worth: 2.5

Volcanic Evangelism
Materialism
Labs:2

1:600,50,100

Volcanic planets are colonizable.

Worth: 1

Arctic Evangelism
Materialism
Labs:2

1:600,50,100

Ice planets are colonizable.

Worth: 1

Selective Harvesting
Materialism
Labs:3

1:800,100,175
2:900,125,200

Crystal income is increased by 7%.

Worth: 1

Crystal Enrichment
Materialism
Labs:4
Prerequisites: 2 points in Selective Harvesting

1:1000,150,250
2:1100,175,275

Crystal income is improved by a further 7%.

Worth: 1

Telekinetic Separation
Materialism
Labs:6
Prerequisites: 2 points in Crystal Enrichment

1:1400,250,400
2:1500,275,425

The rate of crystal income is again improved by 7%.

Worth: 1.5

Hardened Cities
Materialism
Labs:6

1:1400,250,400
2:1500,275,425
3:1600,300,450

Damage dealt to your planets by bombardment is decreased by 5%.

Worth: 2.5

Interplanetary Trade
Materialism
Labs:3

1:800,100,175

Unlocks the Trade Port logistics structure

Worth: 1

Karmic Retribution
Materialism
Labs:5
Prerequisites: 1 point in Interplanetary Trade

1:1200,200,325
2:1300,225,350

Unlocks the Karmic Retribution ability for Trade Ships, which places 100 bounty
on any enemy that destroys them.

Worth: 1

Resource Focus
Materialism
Labs:4
Prerequisites: 1 point in Interplanetary Trade

1:1000,150,250

Unlocks the Resource Focus ability for Trade Ports, which allows them to shut
down trade in exchange for an 8% increase in metal and crystal extraction.

Worth: 2

Enhanced Focus
Materialism
Labs:7
Prerequisites: 1 point in Resource Focus

1:1600,300,475
2:1700,325,500

Improves the resource extraction bonus from Resource Focus by 9%.

Worth: 3


-----------------
d. Vasari  [004v]
-----------------

__________________
i.Weapons  [004vm]
__________________

Regeneration Bay
Prototypes
Labs:1

1:400,0,25

Unlocks the Regeneration Bay tactical structure.

Worth: 2

Destructor Prototype
Prototypes
Labs:1

1:400,0,25

Unlocks the Karrastra Destructor.

Worth: 1

Assailant Prototype
Prototypes
Labs:1

1:400,0,25

Unlocks the Kanrak Assailant.

Worth: 1.5

Sentinel Prototype
Prototypes
Labs:2

1:600,50,100

Unlocks the Junsurak Sentinel.

Worth: 1

Charged Missiles
Prototypes
Labs:4
Prerequisites: 1 point each in Assailant Prototype and Sentinel Prototype

1:1000,150,250

Unlocks the Discharging Missiles ability for Junsurak Sentinels and Kanrak
Assailants.

Worth: 2

Phase Jump Disruption
Prototypes
Labs:2

1:600,50,100

Unlocks the Phase Jump Inhibitor tactical structure.

Worth: 3

Hangar Defense
Prototypes
Labs:2

1:600,50,100

Unlocks the Hangar Defense tactical structure.

Worth: 2.5

Transporter Prototype
Prototypes
Labs:3

1:800,100,175

Unlocks the Lasurak Transporter.

Worth: 2

Basic Crew Training
Prototypes
Labs:3

1:800,100,175

Upgrades the maximum buyable capital ship level from 2 to 3.

Worth: 3

Interference
Prototypes
Labs:4

1:1000,150,250

Unlocks the Interference ability for the Ravastra Skirmisher.

Worth: 2

Overseer Prototype
Prototypes
Labs:4

1:1000,150,250

Unlocks the Serevun Overseer.

Worth: 1.75

Mobile Phase Detection
Prototypes
Labs:5
Prerequisites: 1 point in Overseer Prototype

1:1200,200,325

Unlocks the Mobile Phase Detection ability for Serevun Overseers.

Worth: 1

Jump Degradation
Prototypes
Labs:6
Prerequisites: 1 point in Mobile Phase Detection

1:1400,250,400

Unlocks the Jump Degradation ability for Serevun Overseers.

Worth: 1.5

Subverter Prototype
Prototypes
Labs:5

1:1200,200,325

Unlocks the Stilakus Subverter.

Worth: 1.5

Distortion Field
Prototypes
Labs:6
Prerequisites: 1 point in Subverter Prototype

1:1400,250,400

Unlocks the Distortion Field ability for Stilakus Subverters.

Worth: 2

Enforcer Prototype
Prototypes
Labs:5

1:1200,200,325

Unlocks the Skarovas Enforcer.

Worth: 1

Inertial Field
Prototypes
Labs:7
Prerequisites: 1 point in Enforcer Prototype

1:1600,300,475

Unlocks the Inertial Field ability for Skarovas Enforcers.

Worth: 1.5

Jump Inhibition Immunity
Prototypes
Labs:6

1:1400,250,400

Unlocks the Infallible Jump Drive ability for Jikara Navigators.

Worth: 4

Kostura Prototype
Prototypes
Labs:8

1:1800,350,550

Unlocks the Kostura Cannon superweapon.

Worth: 1

Rapid Pulse Cycling
Assault
Labs:1

1:400,0,25
2:500,0,50

Improves pulse gun damage by 5%.

Worth: 1

Enhanced Pulse Emission
Assault
Labs:2
Prerequisites: 2 points in Rapid Pulse Cycling

1:600,50,100
2:700,75,125

Further increases pulse gun damage by 5%.

Worth: 1.25

Quick Pulse Streaming
Assault
Labs:3
Prerequisites: 2 points in Enhanced Pulse Emission

1:800,100,175
2:900,125,200

Improves pulse beam damage by 5%.

Worth: 1

Intense Pulse Beams
Assault
Labs:4
Prerequisites: 2 points in Quick Pulse Streaming

1:1000,150,250
2:1100,175,275

Pulse Beam damage is improved by a further 5%.

Worth: 2

Pinpoint Bombardment
Assault
Labs:6
Prerequisites: 2 points in Intense Pulse Beams

1:1400,250,400
2:1500,275,425
3:1600,300,450

Improves planetary bombardment range by 13%.

Worth: 3

Phase Miniaturization
Assault
Labs:1

1:400,0,25
2:500,0,50

Improves the chance that phase missiles will bypass a shield by 5%.

Worth: 2

Phase Prediction
Assault
Labs:3
Prerequisites: 2 points in Phase Miniaturization

1:800,100,175
2:900,125,200

The chance for a phase missile to bypass a target's shields is increased by
another 5%.

Worth: 2.5

Superior Missile Phasing
Assault
Labs:5
Prerequisites: 2 points in Phase Prediction

1:1200,200,325
2:1300,225,350

Phase missile bypass chance is improved by a further 5%.

Worth: 3

NME Warheads
Assault
Labs:6
Prerequisites: 2 points in Superior Missile Phasing

1:1400,250,400
2:1500,275,425

Damage dealt by phase missiles is increased by 10%.

Worth: 2

Basic Wave Cannons
Assault
Labs:4

1:1000,150,250
2:1100,175,275

Wave damage is increased by 5%.

Worth: 1

Wave Amplification
Assault
Labs:5
Prerequisites: 2 points in Basic Wave Cannons

1:1200,200,325
2:1300,225,350

Wave damage is improved by a further 5%.

Worth: 2

Superior Wave Cannons
Assault
Labs:6
Prerequisites: 2 points in Wave Amplification

1:1400,250,400
2:1500,275,425

Damage dealt by wave weapons is increased by an additional 5%.

Worth: 2.5

Skeletal Reinforcement
Support
Labs:1

1:400,0,25
2:500,0,50

Hull points are improved by 6%, and their regeneration is improved by 3%.

Worth: 1

Self-Repairing Systems
Support
Labs:2
Prerequisites: 2 points in Skeletal Reinforcement

1:600,50,100
2:700,75,125

Hull points are improved by 2%, and their regeneration is improved by 10%.

Worth: 1

Reintegration
Support
Labs:2
Prerequisites: 1 point in Self-Repairing Systems

1:600,50,100
2:700,75,125

Unlocks the Reintegration ability for Ravastra Skirmishers and Skarovas
Enforcers.

Worth: 2

Enhanced Hull Integrity
Support
Labs:4
Prerequisites: 2 points in Self-Repairing Systems

1:1000,150,250
2:1100,175,275

Hull points are improved by 7%, and their regeneration is improved by 3%.

Worth: 2

Bifurcative Shielding
Support
Labs:3

1:800,100,175
2:900,125,200

Shields and their regeneration are improved by 5%.

Worth: 1

Multi-Pass Shield Arrays
Support
Labs:5
Prerequisites: 2 points in Bifurcative Shielding

1:1200,200,325
2:1300,225,350

The shields and shield regeneration of all ships are increased by 5%.

Worth: 2.5

Atomic Engineering
Support
Labs:3

1:800,100,175
2:900,125,200

The armor rating of all ships is increased by 1.

Worth: 1

Flawless Armor
Support
Labs:4
Prerequisites: 2 points in Atomic Engineering

1:1000,150,250
2:1100,175,275

Armor rating is improved by 1.

Worth: 1.5

Atomic Lattice Armor
Support
Labs:6
Prerequisites: 2 points Flawless Armor

1:1400,250,400
2:1500,275,425

Armor is increased by .5 and mass (I'm guessing this governs speed, turn
rate, and acceleration) is reduced by 4%.

Worth: 3

Improved Reactor Design
Support
Labs:3

1:800,100,175
2:900,125,200

Antimatter reserves and antimatter regeneration are increased by 5%.

Worth: 2

Optimized Reactors
Support
Labs:5
Prerequisites: 2 points in Improved Reactor Design

1:1200,200,325
2:1300,225,350

Antimatter and regeneration are improved by 5%.

Worth: 2.5

Superior Chain Reactions
Support
Labs:7
Prerequisites: 2 points in Optimized Reactors

1:1600,300,475
2:1700,325,500

The antimatter reserves and antimatter regeneration rate of all ships are
improved by an additional 5%.

Worth: 2.75
 
__________________
ii.Empire  [004vc]
__________________

Improved Salvaging
Nanotechnology
Labs:1

1:400,0,25

The salvage wait time is reduced by 50% and the recieved refund is increased by
20%.

Worth: 3

Wreckage Auto-Salvage
Nanotechnology
Labs:3
Prerequisites: 1 point in Improved Salvaging

1:800,100,175
2:900,125,200
3:1000,150,225

Capital ships automatically collect income by salvaging recently destroyed
structures and capital ships.

Worth: 2

Artificial Longevity
Nanotechnology
Labs:2

1:600,50,100
2:700,75,125

Population growth on all planets is improved by 20%.

Worth: 1

Trauma Nanomedicine
Nanotechnology
Labs:4
Prerequisites: 2 points in Artificial Longevity

1:1000,150,250
2:1100,175,275

The survival rate for planetary bombardment is improved by 10%.

Worth: 2

Resource Sublimation
Nanotechnology
Labs:2

1:600,50,100
2:700,75,125

The extraction rate for metal and crystal is improved by 5%.

Worth: 1

Entanglement Filtering
Nanotechnology
Labs:3
Prerequisites: 2 points in Resource Sublimation

1:800,100,175
2:900,125,200

Resource extraction rates are improved by a further 5%.

Worth: 1

Orbital Processing
Nanotechnology
Labs:3
Prerequisites: 1 point in Entanglement Filtering

1:800,100,175

Unlocks the Matter Processor logistics structure.

Worth: 1

Catalyzed Atomic Sorting
Nanotechnology
Labs:5
Prerequisites: 2 points in Entanglement Filtering

1:1200,200,325
2:1300,225,350

The rate of extraction for metal and crystal is increased by 5%.

Worth: 1.5

Matter Decompilation
Nanotechnology
Labs:7
Prerequisites: 2 points in Catalyzed Atomic Sorting

1:1600,300,475
2:1700,325,500

Metal and crystal extraction is once again improved by 5%.

Worth: 2

Off-World Exports
Nanotechnology
Labs:4

1:1000,150,250

Unlocks the Trade Port logistics structure.

Worth: 1

Valuable Goods
Nanotechnology
Labs:5
Prerequisites: 1 point in Off-World Exports

1:1200,200,325
2:1300,225,350

The value (and hence your profits) of trade goods is increased by 8%.

Worth: 2

Priceless Goods
Nanotechnology
Labs:7
Prerequisites: 2 points in Valuable Goods

1:1600,300,475
2:1700,325,500

The value of trade goods is further increased by 8%.

Worth: 2

Power Draining Nanites
Nanotechnology
Labs:5

1:1200,200,325

Unlocks the Nano Weapon Jammer tactical structure.

Worth: 3

Enhanced Nanites
Nanotechnology
Labs:6
Prerequisites: 1 point in Power Draining Nanites

1:1400,250,400
2:1500,275,425

Increases the number of ships that can be affected by the Nano Weapon Jammer at
once.

Worth: 2.5

Molecular Assembly
Nanotechnology
Labs:6

1:1400,250,400
2:1500,275,425

Structure build time is decreased by 5%.

Worth: 2.5

Optimized Construction
Nanotechnology
Labs:7

1:1600,300,475
2:1700,325,500

The build cost of all ships and structures is decreased by 4%.

Phase Space Monitoring
Phase Mastery
Labs:1

1:400,0,25

You get early warning of in-jumping enemies up to 1 planet away.

Worth: 1

Extended Range Sensors
Phase Mastery
Labs:4
Prerequisites: 1 point in Phase Space Monitoring

1:1000,150,250

You get early warning of in-jumping enemies up to 2 planets away.

Worth: 1

Highly Attuned Sensors
Phase Mastery
Labs:8
Prerequisites: 1 point in Extended Range Sensors

1:1800,350,550

All phase jumping enemies are detected.

Worth: 1

Long Range Jumps
Phase Mastery
Labs:2

1:600,50,100

Your ships can jump between stars.

Worth: 1 (when applicable)

Phasic Barrier
Phase Mastery
Labs:3

1:800,100,175

Unlocks the Phasic Barrier ability for logistics structures, which allows them
to engage a defensive shield at the expense of halted production.

Worth: 1.5

Phasic Cloaking
Phase Mastery
Labs:4

1:1000,150,250
2:1100,175,275

Unlocks the Phasic Cloaking ability for Jikara Navagators, which allows them to
become invulnerable at the cost of 3 antimatter/s and total loss of mobility
and offensive capability.

Worth: 3

Worm Hole Stabilization
Phase Mastery
Labs:4

1:1000,150,250

Your ships can jump through wormholes.

Worth: 1 (when applicable)

Gravity Tolerance
Phase Mastery
Labs:5

1:1200,200,325
2:1300,225,350

Your ships gain a 5% increase in gravity tolerance (the distance away from a
planet at which your ships can phase jump).

Worth: 2.5

Phase Tunneling
Phase Mastery
Labs:5

1:1200,200,325

Unlocks the Phase Stabilizer tactical structure.

Worth: 1

Enhanced Tunneling
Phase Mastery
Labs:7
Prerequisites: 1 point in Phase Tunneling

1:1600,300,475
2:1700,325,500

Speed in a Phase Stabilizer lane is increased by 20%.

Worth: 3

Returning Armada
Phase Mastery
Labs:8
Prerequisites: 2 points in Enhanced Tunneling

1:1800,350,550
2:1900,375,575

Unlocks the Returning Armada ability for the Phase Stabilizer, which generates
a 5 each of Skarovas Enforcers, Ravastra Skirmishers, Kanrak Assailants,
Lasurak Transporters, Junsurak Sentinels, and Jarun Migrators every 300 seconds
at every planet with a Phase Stabilizer at a cost of 250 antimatter. Be
extremely careful with autocasting this ability, since your fleet supply can
bottom out in no time if you aren't paying attention.

Worth: 1

Phasic Transmissions
Phase Mastery
Labs:6

1:1400,250,400
2:1500,275,425

Increases total fleet supply by 8%.

Worth: 1

Expert Bounty Hunting
Oppression
Labs:1

1:400,0,25
2:500,0,50

The bounty you collect by attacking an empire is increased by 13%.

Worth: 2.5

Full Terran Lockdown
Oppression
Labs:1

1:400,0,25
2:500,0,50

Maximum population on Terran planets is increased by 8%.

Worth: 2

Fortification Specialists
Oppression
Labs:1

1:400,0,25
2:500,0,50

Build time for emergency facilities is decreased by 40%, and they cost 25%
less.

Worth: 3.5

Raider Xenophobia
Oppression
Labs:2

1:600,50,100
2:700,75,125

The strength of pirate attacks against your empire is decreased by 10%.

Worth: 1

Volcanic Occupation
Oppression
Labs:2

1:600,50,100

Volcanic planets are colonizable.

Worth: 1

Extreme Heat Metabolism
Oppression
Labs:4
Prerequisites: 1 point in Volcanic Occupation

1:1000,150,250
2:1100,175,275

The population cap on Volcanic planets is increased by 8%.

Worth: 2

Sulfurous Respiration
Oppression
Labs:5
Prerequisites: 2 points in Extreme Heat Metabolism

1:1200,200,325
2:1300,225,350

The maximum population on Volcanic planets is further increased by 8%.

Worth: 2.5

Arctic Occupation
Oppression
Labs:2

1:600,50,100

Ice planets are colonizable.

Worth: 1

Subzero Biology
Oppression
Labs:3
Prerequisites: 1 point in Arctic Occupation

1:800,100,175
2:900,125,200

The maximum population on Ice planets is increased by 8%.

Worth: 2.5

Compelling Propaganda
Oppression
Labs:3

1:800,100,175

Unlocks the Media Hub logistics structure.

Worth: 1

Regimented Thought
Oppression
Labs:4
Prerequisites: 1 point in Compelling Propaganda

1:1000,150,250
2:1100,175,275

The spread of your culture is increased by 5%, and the damage bonus to your
ships in friendly culture is increased by 4%.

Worth: 2

Shock and Awe
Oppression
Labs:5
Prerequisites: 2 points in Regimented Thought

1:1200,200,325
2:1300,225,350

The spread of enemy culture is decreased by 20% in gravity wells harboring one
of your capital ships.

Worth: 1.5

Cunning Sympathizers
Oppression
Labs:6
Prerequisites: 2 points in Regimented Thought

1:1400,250,400
2:1500,275,425

Culture spread rate is increased by a further 5%, and the friendly culture
damage bonus is increased by an additional 3%.

Worth: 2.5


--------------------------
e. Fleet Logistics  [004f]
--------------------------

Fleet Logistics is the branch of research geared toward improving the maximum
size of your fleet and number of capital ships. Though the three races have
different names for each research, their functions and prices are identical, so
I will list them by what they upgrade, with the TEC name first, Advent second,
and Vasari last. I will not list a Worth rating, since it is really dependent
on how much space you need for the current battle. I will also not list
prerequisites because each item in a section requires one point of the previous
research.

A note on upkeep: If you research one of the items in the fleet category, you
will have a percentage taken out of your resource income rate. Also, upkeep is
charged whether or not you use the supply that you purchased.

_______________________
Capital Ships  [004fcs]
_______________________

Basic Officer Training/Warrior Ancestry/Directed Reproduction
Labs:1

1:1200,0,75

The number of capital ship crews is upped to 2.

Formalized Training/Omens of Leadership/Augmented Genome
Labs:2

1:1400,115,225

You can now support 3 capital ships.

Basic Military Academy/Ritualized Instruction/Engineered Intelligence
Labs:3

1:1600,200,350

4 capital ships are now supportable.

Recruiting Propaganda/Prophetic Authority/Accelerated Maturity
Labs:4

1:2600,400,650

The total number of capital ships you can support is increased to 6.

Advanced War College/Rites of Vengeance/Cognitive Programming
Labs:5

1:3000,500,825

Your empire can now sustain 8 capital ships.

Crisis Training Funds/Heirarch's Chosen Ones/Rapid Analysis Training
Labs:6

1:3400,625,975

You now have 10 capital ship crews at your disposal.

High Command Academy/Higher Calling/Cerebral Data Mapping
Labs:7 

1:4800,900,1425

You can now build up to 13 capital ships.

Military Conscription/Ascension Rites/Wide-Scale Cloning
Labs:8

1:5400,1050,1650

You have reached the maximum number of sustainable capital ships, at 16.

______________
Fleet  [004ff]
______________

Basic Provisioning/Subliminal Manipulation/Captive Suppliers
Labs:1

1:400,0,25

You now have 250 supply points at your disposal, at a 9% upkeep cost.

Standardized Depots/Telepathic Signaling/Deployment Monitoring
Labs:2

1:600,50,100

Your amount of fleet supply is increased from 250 to 400, at a 19% upkeep cost.

Just In Time Supplies/Compelled Contribution/Annexed Supply Chains
Labs:3

1:800,100,175

You can now build 550 supply points worth of ships, at a 28% upkeep cost.

Remote Resupply Protocol/Fleet Communion/Battlegroup Coordination
Labs:4

1:1000,150,250

You now have 820 supply points for shipbuilding, at a 38% upkeep cost.

Provisioning Doctrine/Mass Congregation/Seized Infrastructure
Labs:5

1:1200,200,325

The fleet supply of your empire is increased to 1090, at a 47% upkeep cost.

Fuel Efficient Deployment/Unity's Directive/FTL Transmissions
Labs:6

1:1400,250,325

Your empire now has 1360 supply points at its disposal, at a 56% upkeep cost.

Advanced Supply Control/Collective Sacrifice/Oppressive Taxation
Labs:7

1:1600,300,475

Your fleet supply is improved to 1680, at a 66% upkeep cost.

Interstellar Supply Lines/One Mind, One Voice/Fleetwide Communication
Labs:8

1:1800,350,550

Your fleet supply has reached its maximum at 2000, at a 75% upkeep cost.


=======================
V. Discoverables  [005]
=======================

Discoverables are the various beneficial items that may be found by exploring 
the planets under your control. They come in two types: bonuses, which affect 
only one planet and may appear on multiple planets, and artifacts, which affect
your entire empire and are unique. Because they are so powerful, the locations
of discovered artifacts are marked for all factions to see.

-----------------
Artifacts  [005a]
-----------------

Artifacts are listed in the order that they appear on the artifacts page.


Resilient Metaloids (3)

All ships in your empire get a 15% bonus to hull repair rate.


Power Core Relic (6)

All antimatter-bearing ships and structures regenerate the precious substance
10% faster.


Data Archive (8)

Your empire gets a 25% discount on all research.


Jump Field Generator (9)

All antimatter-bearing ships lose 30% less antimatter when they phase jump.

---------------
Bonuses  [005b]
---------------

Bonuses are listed in alphabetical order.


Expert Crystal Miners

Crystal extraction rate is increased by 50%.


Expert Metal Miners

Metal extraction rate is increased by 50%.


High Security Protocols

This planet gets 5 additional tactical slots, at a cost of 20% of the planet's
trade income.


Kalanite Deposits

Trade income is increased by 20%.


Massive Pure Glaciers

Trade income is boosted by 30%.


Natural Thermal Lift

The planet's structure construction rate is increased by 25%.


Porous Core

The size of the planet's gravity well is decreased by 33%.


Roiders Outpost

Metal extraction is improved by 20%, and the planet gets 1 additional
construction frigate.

Space Ponies!

Fulfills the Space Ponies! Achievement.

Weapons Test Facility

The planet can support 20 less people, but gains 8 tactical structure slots.

=======================
VI. Achievements  [006]
=======================

To enhance the replay value of the game (not that it needs it), there are a
number of achievements that you can earn by fulfilling requirements. Note that
achievements requiring a certain number of objects built/owned/etc. refer to a
single game, not a career score.

Ensign-win as TEC

Acolyte-win as Advent

Initiate-win as Vasari

Master of any Domain-win as a random player

Plug Puller-beat 1 hard opponent

Toaster Roaster-beat 2 hard opponents

Comp Stomper-beat 3 hard opponents

Actually HAL, I can do that-beat 4 hard opponents

Fear of Icebergs-win without building a capital ship

No Exhaust Port Found-win without building any strike craft

Best Defense is a Good Offense-win without building any Tactical structures

Go Big or Go Home-win without building frigates or cruisers

TEC Military Researcher-research the entire military tech tree without any
civilian research

Advent Hostility Researcher-see above

Vasari Weapons Researcher-see above

TEC Civilian Researcher-research the entire civilian tech tree without any
military research

Advent Harmony Researcher-see above

Vasari Empire Researcher-see above

Archaeologist-find and own all nine artifacts at once

TEC Fleet Diversification-build all of the TEC Capital Ships at once

Advent Fleet Diversification-see above

Vasari Fleet Diversification-see above

Capital Ship Captain-train a capital ship to max experience

Squadron Leader-build 100 squadrons

Capital Ship Armada-build the max number of capital ships

Ship Swarm-build the max number of fleet ships

Outstanding Resume-Complete 30 games

Star Explorer-travel to another star

Escape from Max-jump through a wormhole

Money Lender-give 25000 credits to other players

Metal Lender-give 20000 metal to other players

Crystal Lender-see above

Road to Peace-form a ceasefire agreement

Pacifist-form a peace treaty

Mutual Trader-form a trade alliance

Planet Visionary-form a planet vision treaty

Ship Visionary-see above

Family Planning-support 6000 people

Tax Collector-collect 200000 credits in taxes

Export Maven-collect 20000 credits in trade

Metal Miner-mine 35000 metal

Crystal Miner-see above

Refining Magnate-collect 20000 crystal or metal from refining

Pop Idol-spread your culture to 75% of the galaxy

Expert Bombardier-incur 15750 damage to planets

Frigate Killer-destroy 1000 frigates

Wrecking Crew-destroy 200 structures

Pilot's Bane-destroy 2500 fighters

Pirate Exterminator-destroy 1000 pirate craft

Anti-Globalization-destroy 1000 trade ships

Dead Canaries-destroy 50 refinery ships

Union Buster-destroy 50 construction ships

Pirate Baron-colonize a pirate base

Space Ponies!-Find the Space Ponies planet bonus (thanks to Nospamas for this
one)

Colonizer-own 30 planets

Metal Speculator-buy 10000 metal from the black market

Crystal Speculator-see above

Metal Merchant-sell 10000 metal on the black market

Crystal Merchant-see above

Resource Opportunist-sell 15000 metal or crystal to others on the black market

He's no good to me dead-spend 66000 credits on bounties

World Builder-create and preview a custom map


=======================
VII. Legal Stuff  [007]
=======================

Just so you know...

This document may be not be reproduced under any circumstances except for 
personal, private use. It may not be placed on any web site or otherwise 
distributed publicly without advance written permission. Use of this guide on 
any other web site or as a part of any public display is strictly prohibited, 
and a violation of copyright.

All trademarks and copyrights contained in this document are owned by their
respective trademark and copyright holders.

Authorized Websites:

GameFAQs.com (and thereby all CNET affiliates)
Neoseeker.com
Gamesradar.com
Cheatsradar.com
Ign.com

This is it. I will not be giving permission for any more websites to host this
guide. 

=========================
VIII. Contact Info  [008]
=========================

If you have a question, correction, or addition, please contact me at
coderedd@mac.com. Please, no flaming or non-constructive criticism. Please also
make sure it's readable. I'd just as soon not have to translate a message
written in IM shorthand or leetspeak.