Complete Tech Tree
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Complete Tech Tree
Utility school:
Minefields:
Controversial and very effective, a minefield is an effective to control and area of space without having ships in the area.
Research cost: 1400 r, 300 c
Build cost: 200 c per system, 100 per movement dot.
Improved mining:
Your mining facilities know how to extract a little more metal ore than others. You receive an additional +2 metal from all bases per turn.(Only if system gives metal per turn)
Research Cost: 900 R, 200 M
Improved harvesting:
Your gas harvesting facilities know how to extract a little more gas than others. You receive an additional +2 Gas from all bases per turn. (Only if system gives gas per turn. Apply Miner faction bonus after)
Research Cost: 900 R, 200 G
Improved Economy:
Money Money Money Money! MONEY! Through shrewd bartering, better budgeting, and good money sense, your faction makes a little more money than most. Your bases provide additional +20 credits a turn.
Research Cost: 900 R, 200 C
Improved Research:
No experiment boundaries, living test subjects, child prodigies, or every person is smart. Whatever the reason, your faction produces more research than most. Your bases and planets produce an additional +20 Research a turn.
Research Cost: 900 R,
Shield school:
Class I Shield- The most basic shield technology absorbs small portions of the damage that strikes a ship before it breaks through to the armor. It provides a bonus of +1 SD.
Research cost: 400 R
Build cost: 10 c, 2 g
II
Class II Shield- Class II shields can absorb a minimal amount of damage that would otherwise reach the ship's armor. It provides a bonus of +2 SD.
Research cost: 600 R
Build cost: 20 c, 4 g
II
Class III Shields- Class III shields absorb damage from low-technology weapons systems, protecting the ship's armor and hull. It provides a bonus of +3 SD.
Research cost: 800 R
Build cost: 30 c, 6 g
II
Class IV Shields- Class IV shields absorb a significant amount of damage from many weapons systems, protecting the ship's armor and hull. It provides a bonus of +4 SD.
Research cost: 1000 R
Build cost: 40 c, 8 g
II
Class V Shields- A Class V shield is a powerful addition to the ship which can hold its own but will take a beating during a prolonged attack. It provides a bonus of +5 SD.
Research cost: 1200 R
Build cost: 50 c, 10 g
II
Class VI Shields- Class VI shields are a good first line of defense and allows you to stay in the fight longer. It provides a bonus of +6 SD.
Research cost: 1400 R
Build cost: 60 c, 12 g
II
Class VII Shields- Class VII shields give your ship the strength needed to live longer and prosper. It provides a bonus of +7 SD.
Research cost: 1600 R
Build cost: 70 c, 14 g
II
Class VIII Shields- A Class VIII Shield offers your ship sound protection and a little piece of mind. It provides a bonus of +8 SD.
Research cost: 1800 R
Build cost: 80 c, 16 g
II
Class IX Shields- Shields at a Class IX level provide solid protection from the most furious enemy attack. It provides a bonus of +9 SD.
Research cost: 2000 R
Build cost: 90 c, 18 g
II
Class X Shields- Class X shields offer unyielding protection so that you can take whatever the enemy dishes out, and more. It provides a bonus of +10 SD.
Research cost: ?????
Build cost: 100 c, 20 g
Small Shield Generator- A Small Shield Generator is less effective than the Standard Shield Generator technology, but is less expensive and takes less space. Very useful for smaller ships. It multiplies your SD by 2.
Research cost: 400 R, 20 M, 20 G
Build cost: 50 c, 4 m, 4 g
II
Standard Shield Generator- A Standard Shield Generator is the default listed under the individual shield technologies. It Multiplies your SD by 3.
Research cost: 900 R, 60 M, 60 G
Build cost: 100 c, 8 M, 8 G
II
Large Shield Generator- A Large Shield Generator has relatively high shield strength but is much larger and more costly than a Standard Shield Generator. It Multiplies your SD by 5.
Costs 1 weapon slot
Research cost: 1400 R, 100 M, 100 G
Build cost: 200 c, 16 M, 16 G
Armor school:
Zortrium -For the price sensitive, Zortrium provides minimum protection for at a low cost. It multiplies your HD rating by 2.
Research cost: 500 R, 50 m
Build cost: 20 c, 10 m
II
Duranium- Duranium armor gives more protection than Zortrium, but costs more. It multiplies your HD rating by 3.
Research cost: 900 R, 100 m
Build cost: 50 c, 25 m
II
Titanium- High strength Titanium armor gives you solid protection for reasonable cost. It multiplies your HD rating by 4.
Research cost: 1500 R, 300 m
Build cost: 150 c, 40 m
II
Neutronium- Neutronium Armor protects your ships with the state of art elegance, but such technology does not come cheap. It multiplies your HD rating by 5.
Research cost: 2500 R, 400 m
Build cost: 300 c, 150 m
II
Adamantium -Adamantium Armor is the best of the best, and you'll pay for it. It multiplies your HD rating by 6.
Research cost: ---------
Build cost: 500 c, 250 m
Very Light Armor- A Very Light Coat of armor is roughly half as effective as a Light Coat of armor and is therefore only slightly more effective than wrapping the ship in aluminum foil. It provides a bonus of +1 HD.
Research cost: 300 R, 25 m
Build cost: 10 c, 5 m
II
Light Armor-A Light layer of armor is the standard thickness when building ships. It provides a bonus of + 2 HD.
Research cost: 500 R, 50 m
Build cost: 20 c, 10 m
II
Medium Armor- Medium Armor equips your ship with a moderate layer of armor giving you a higher success rate in surviving an enemy attack. It provides a bonus of +3 HD.
Research cost: 800 R, 100 M
Build cost: 30 c, 20 M
II
Heavy Armor- When you apply Heavy Armor to your ship you provide a robust layer of protection against enemy fire. It provides a bonus of +4 HD.
Research cost: 1100 R, 250 M
Build cost: 50 c, 30 M
II
Very Heavy Armor- Very Heavy Armor shows your crew you care. It puts a substantial layer of protection between them and death. It provides a bonus of +5 HD.
Research cost: 1500 R, 400 M
Build cost: 100 c, 50 M
II
Ultra Heavy Armor-Ultra Heavy Armor provides the maximum in protection. No one in their right mind will want to mess with you when they see you in this armor. It provides a bonus of +6 HD.
Research cost: 1800 R, 500 M
Build cost: 200 c, 75 M
Fighter school
(Fighters can only be equipped with small shields and very light or light armor):
Interceptor- In order for you to build any fighters you will need this chassis to start. While fast, they are very weak and cannot stand up to the stronger fighters. They are also very weak against capital ships, as they cannot carry advanced weaponry. Its inherent stats are +2 FA.
Weapon Mounts: 2 Missile: No Highest mount: Fighter
Research cost: --------
Build cost: 5 c, 2 m, 2 g
II
Heavy Fighter- Even though it is a basic version of a SHF, the Heavy Fighter can still dish it out and can take a beating. It packs better sensors and weapons systems than an interceptor chassis, allowing it to attack at a longer range. Its inherent stats are +3 FA.
Weapon Mounts: 4 Missile: Rocket Highest mount: Fighter
Research cost: 700 R, 80 M, 80 G
Build cost: 20 c, 5 M, 5 G
II
Surpreme Heavy Fighter- Although the SHF was designed primarily to intercept and destroy incoming missiles and fighters and escort Bombers to their intended targets, the SHF size and power systems allows it to carry multiple weapon systems, allowing it take on even capitol ships at a distance. It will never lose in a dogfight, either, as it usually destroys lighter targets before they get the chance to return fire. Its inherent stats are +5 FA/ +4 CA.
Weapon Mounts: 7 Missile: Light or Lower Highest mount: Fighter, PD, or Light
Research cost: 1500 R, 300 M, 300 G
Build cost: 200 c, 25 m, 25 g
Bomber- When you need to take 'em out call in these these guys. They will fly through the thick of it to deliver a devastating payload, although their pathetic sensors may not let their pilots to live to tell about it. Its inherent stats are +2 CA/ -4 FA.
Weapon Mounts: 3 Missile: Light or lower Highest mount: Fighter
Research cost: 400 R, 40 M, 40 G
Build cost: 10 c, 5 M, 5 G
II
Heavy Bomber- Tough, heavily armored and deadly, these guys are the Elite of any fighter squadron. They carry ordinance heavy enough to take out nearly any target and sensors advanced enough to make it back home. Its inherent stats are +5 CA/ -3 FA.
Weapon Mounts: 4 Missile: Heavy or Lower Highest mount: Fighter
Research cost: 900 R, 100 M, 100 G
Build cost: 50 c, 10 M, 10 G
II
Very Heavy Bomber- Heavily armored and of massive size, VHB blur the line between fighters and Capital ship. They carry ordinance much deadlier than any of their predecessors and can tear through a hull with ease. They never have much less trouble than their predecessors at locating their targets either to their advanced sensor systems, and can even equipped with basic capital mounts Its inherent stats are +7 CA/ -3 FA.
Weapon Mounts: 6 Missile: Torpedo or Lower Highest mount: Fighter or Standard
Research cost: 1400 R, 200 M, 200 G
Build cost: 100 c, 20 M, 15 G
Fighter Laser Cannon- A Laser Cannon ready for mounting on your fighters. It gives a bonus of 1SA.
Research cost: ------
Build cost: 2 c, 2 g
II
Fighter Phaser Beam- A Phaser Beam that can be added to your fighter ships. It gives a bonus of 2 SA/ 2CA.
Research cost: 700 R, 30 g
Build cost: 4 c, 4 g
II
Fighter Ion Pulse Cannon- An Ion Pulse Cannon that has been fitted for fighters. Ion Cannons disrupt electronics and cannot damage the hull of a ship. It gives a bonus of +5 SA. Random chance of disabling ships.
Research cost: 1200 R, 100 G
Build cost: 10 c, 8 g
Fighter Fusion Cannon- A Fusion Cannon ready to be installed on your fighter ships. It gives a bonus of +1 SA/+1CA.
Research cost: 600 R, 30 G
Build cost: 4 c, 4 g
II
Fighter Plasma Cannon- A Plasma Cannon fitted for Fighters. It gives a bonus of +3 SA/+ 3 CA.
Research cost: 900 R, 70 G
Build cost: 10 c, 6 g
Fighter Mass Driver- Add a Mass Driver to your Fighters. It gives a bonus of +1 CA/+1 HA.
Research cost: 300 R, 10 M
Build cost: 2 c, 2 m
II
Fighter Gauss Cannon- A Gauss Cannon for Fighters. It gives a bonus of +3 CA/+3 HA.
Research cost: 700 R, 50 M
Build cost: 5 c, 5 m
II
Fighter Disruptor Cannon- A Disruptor Cannon for your Fighters. It gives a bonus of +4 CA/+4 CA.
Research cost: 1100 R, 80 M
Build cost: 10 c, 10 M
Fighter Neutron Cannon-A Neutron Cannon fitted for Fighter ships. It gives a bonus of +2 CA/+1 SA.
Research cost: 300 R, 70 G
Build cost: 10 c, 6 g
II
Fighter Graviton beam- A Graviton Beam that is ready for installation onto fighter ships. It gives a bonus of +3 FA/+2 SA.
Research cost: 700 R, 90 gas
Build cost: 20 c, 8 g
II
Fighter Particle Beam- A Particle Beam equipped to be added to your Fighters. It gives a bonus of +2 SA/+4 CA.
Research cost:1100 r, 130 g
Build cost: 30 c, 10 g
II
Fighter Death Ray- If you really want to make an impression, add a Death Ray that has been retrofitted for fighter ships. You will not soon be forgotten. It gives a bonus of +7 SA/+7 CA.
Research cost:-------
Build cost: 100 c, 20 g
Missile School:
Rocket Chassis- To begin the production of rockets, you need this chassis. It gives a bonus of +1 FA/+2 CA. Costs 1 weapon slot.
Research cost: 300 r, 50 m
Build cost: 5 c, 5 m
II
Light missile Chassis- All light missiles are built upon this Chassis. It gives a bonus of +3 CA. Costs 1 weapon slot.
Research cost: 500 r, 150 m
Build cost:10 c, 10 m
II
Heavy Missile Chassis- For heavy missiles, use this as a starting point. It gives a bonus of +4 CA. Costs 2 weapon slots.
Research cost: 900 r, 300 m
Build cost:20 c, 15 m
II
Torpedo Chassis-The torpedo is built upon this chassis. It gives a bonus of +5 CA. Costs 3 weapon slots.
Research cost: 1300 r, 500m
Build cost:30 c, 30 m
II
Cruise Missle Chassis- One of the best Chassis available. It gives a bonus of +7 CA. Costs 4 weapon slots.
Research cost: 2100 c, 700 m
Build cost: 50 c, 50 m
II
Ballistic Missle Chassis- The heaviest Missle Chassis Available. It gives a bonus of +9 CA. Costs 5 weapon slots.
Research cost:-------
Build cost:
100 c 100 m
Nuclear Warhead- The Nuclear warhead is the most basic missile device. It gives a bonus of +2 SA/+2 HA.
Research cost: 200 r
Build cost: 5 c
II
Anionic Energy Warhead- Quantum level particles erupt from the AEW, giving it that little extra something to take out your enemy. It gives a bonus of +3 SA/+3 HA.
Research cost: 400 r
Build cost:10 c
II
Neutronium Warhead- Upon impact, a Neutronium Warhead releases lethal levels of Radiation towards the enemy. Death does not come quickly and the victims will suffer before they die. It gives a bonus of +4 SA/+4 HA.
Research cost: 600 r
Build cost: 20 c
II
Hercular Warhead- A Hercular Warhead hold more capacity for destruction than other previous models. It gives a bonus of +5 SA/+5 HA.
Research cost 1200 r
Build cost: 40 c
II
Merculite Warhead- Smooth, fast, and deadly. The Merculite Warhead sails through space like incandescent quicksilver. It gives a bonus of +6 SA/+6 HA.
Research cost: 1600 r
Build cost: 60 c
II
High Energy X-ray Laser Warhead- A HEXLW penetrates a ship faster than sound can travel through space. A lot faster actually. It gives a bonus of +7 SA/+7 HA.
Research cost: 2000 r
Build cost: 80 c
II
Scatter pack warhead- The advantage of the SPW is you can hit multiple locations of the enemies hull with one shot. More bang for your buck. It gives a bonus of +8 SA/+8 HA.
Research cost: 2300 r
Build cost: 100 c
II
Dark Matter Warhead - A Warhead packed with ultra dense Dark Matter. Upon impact, it delivers tremendous amounts of Dark energy, causing untold damage. It gives a bonus of +9 SA/+9 HA.
Research cost: 2600 r
Build cost: 120 c
II
Energy Pulsar Warheads- Energy Pulsar Warheads will generate a sudden, focused burst of energy toward an enemy vessel. It gives a bonus of +10 SA/+10 HA.
Research cost: 3000 r
Build cost: 140 c
II
Omega Warhead- The Omega Warhead is the ultimate in missile technology. There will be few survivors to give feedback on its effectiveness. It gives a bonus of +12 SA/+12 HA.
Research cost: --------
Build cost: 160 c
Mobility School :
Retro Engine- The retro engine is the earliest form of hyperspace technology. It allows free use of Hyperspace lanes. Grants 2 movement.
Research cost:------
II
Nuclear Engine- Nuclear engines allow Maximum mobility at Warp II. Grants 3 movement.
Research cost: 400 r
II
Sub-Light Drives- Sub-Light Drives allow for Maximum Mobility at Warp III. Grants 4 movement.
Research cost: 700 r
II
Fusion Drives- Fusion Drives allow for Maximum Mobility at Warp IV. Grants 5 movement.
Research: 900 r
II
Impulse Drives- Impulse Drives allow maximum mobility at Warp Level. Grants 6 movement.
Research: 1100 r
II
Ion Drives- Ion Drives allow maximum mobility at Warp Level VI. Grants 7 movement.
Research: 1300 r
II
Anti-Matter Drives- Anti-Matter Drives allow maximum mobility at Warp Level VII. Grants 8 movement.
Research: 1500 r
II
Inter-Phased Driver- Inter-Phased Drives allow maximum mobility at Warp Level VIII. Grants 9 movement.
Research: 1700 r
II
Hyper Drives- Hyper Drives are Warp Level IX and provide nearly infinite power. Grants 10 movement.
Research cost: 1900 r
II
Warp Factor X- Maximum Warp Level, nearly impossible to reach and sustain. Grants ????? movement.
Research cost:-----------
Tactical School-
Focus detection Array- The bare bones in detection systems, the FDA lets you see where you haven't seen before. It gives a bonus of +1 CMD/ +1 CMO.
Research cost: 300 research
II
High Caliber detection system- The HCDS takes early warning to the next level. But be careful: Objects in detection system may appear closer than normal. It gives a bonus of +2 CMD/ +2 CMO.
Research cost: 700 r
II
X-Ray Transponder system- With the X-Ray Transponder System you will be able to detect enemy ships further than ever before. It gives a bonus of +3 CMD/ +3 CMO.
Research: 900 r
II
Advanced Locator System- Not detecting enemy ships soon enough? Try the Advanced Locator System. It has saved more lives than Silicoids have rocks. This makes objects appear 60% closer than they actually are. It gives a bonus of +4 CMD/ +4 CMO.
Research: 1100 r
II
Ultimate Detector System- So, you want all the bells and whistles. The Ultimate Detector System makes objects appear 75% closer than they actually are. It gives a bonus of +5 CMD/ +5 CMO.
Research: 1500 r
Physical Sciences School-
Point Defense Mount- Point Defense Weapons are specifically designed for taking out small, fast moving targets. They are ideal for taking out fighters and missiles. It gives a bonus of +3 FA. Costs 1 weapon slot.
Research cost:500 r, 50 m
Build cost: 20 c, 10 m
Light Mount-Light mounts can be used to add smaller weapons to your ships. Very cost efficient. It gives a bonus of +2 FA/+1 CA. Costs 1 weapon slot.
Research cost:300 r, 50 m
Build cost: 5 c, 5 m
Standard Mount- Standard Mounts are the default mount type, offering a good combination of compactness and size. It gives a bonus of +1 FA/+2 CA. Costs 1 weapon slot.
Research cost:------
Build cost: 10 c, 5 m
II
Heavy Mount- Offering more damage than a standard mount, heavy mounts are great for hitting bigger ships, but still light enough to attempt to fire on fighters. It gives a bonus of +3 CA. Costs 2 weapon slots.
Research cost: 500 r, 75 m
Build cost: 20 c, 10 m
II
Very Heavy Mount- Very Heavy Mounts hit hard and will leave a dent in what ever it hits. It gives a bonus of -1 FA/+4 CA. Costs 3 weapon slots.
Research cost: 800 r, 100 m
Build cost: 25 c, 15 m
II
Ultra Heavy Mount- Ultra Heavy Mounts are the largest non-spinal mounts available. It gives a bonus of -2 FA/+5 CA. Costs 3 weapon slots.
Research cost: 1200 r, 125 m
Build cost: 30 c, 20 m
Spinal Mount- The Spinal Mount places the weapon along the main axis of the ship. It's a very stable mounting, but has limited firing arc because it can only shoot in the direction the ship is pointing. It gives a bonus of -3 FA/+4 CA. Also gain +2 CMO due to longer range. Costs 2 weapon slots.
Research cost: 800 r, 100 m
Build cost:25 c, 15 m
II
Improved Spinal Mount- Improved Spinal Mount doubles the size of the weapon, increasing damage and range. This increase comes at the cost of space and fighter defense, as the size of this weapon does not allow for fast tracking or firing. It gives a bonus of -4 FA/+6 CA. Also gain +3 CMO due to longer range. Costs 3 weapon slots.
Research cost: 1200 r, 125 m
Build cost: 30 c, 25 m
II
Ultra Spinal Mount- Ultra Spinal Mount is the heaviest but slowest mount available. Weapons mounted with this will not fire often, but when they do they will be felt by the target. It gives a bonus of -6 FA/+8 CA. Also gain +4 CMO due to longer range. Costs 4 weapon slots.
Research cost:-----------
Build cost: 40c, 40 m
(CMO bonuses do stack. One bonus per ship class. If you had 3 different ship classes with bonuses, you add the 3 different bonuses together. If multiple bonus exist on one ship class, apply the highest one.)
Fleet management School-
Gunboat- A Gunboat is roughly 40% larger than a Supreme heavy fighter and is just as fast. Its inherent stats are +4 FA.
Research cost: 200 r, 25 m 25 g
Build cost: 200 c 25 m 25 g
Frigate- A classic, the frigate blazes through space like a comet sling shooting around a star. Its inherent stats are +3 CA, 1 FA.
Research cost: 400, 30 m, 30 g
Build cost: 250 c, 30 m, 30 g
Destroyer- Destroyers get the job done, that is if you want to dominate your enemy. Its inherent stats are +3 CA.
Research cost: 500 r, 35 m, 35 g
Build cost: 300 c, 35m , 35 g
Light Cruiser- Graceful and Strong, Light cruisers get there in the blink of an eye. Its inherent stats are +4 CA, +2 FA
Research cost: 600 r, 40 m, 40 g
Build cost: 350 c, 40 m, 40 g
Cruiser- Cruisers get you there, no questions asked. Its inherent stats are +5 CA, -1 FA.
Research cost: 700 r, 45 m, 45 g
Build cost: 400 c, 45 m, 45 g
II
Battle Cruiser- At double the size of light Cruisers, Battle Cruisers are the backbone of any fleet, built to fight and ready to rumble. Its inherent stats are +5 CA.
Research cost: 800 r, 50 m, 50 g
Build cost: 250 c, 50 m, 50 g
II
Battleship- Battleships are the heavy work horses of the fleet, carrying a wide variety of devastating space combat systems. Its inherent stats are +6 CA -2 FA.
Research cost: 900 r, 55 m, 55 g
Build cost: 500 c, 55 m, 55 g
Dreadnought- A dreadnought carries the heavier firepower in the fleet and therefore is almost always protected by a ring of smaller ships. Its inherent stats are +6 CA.
Research cost: 1000 r, 60 m, 60 g
Build cost: 550 c, 60 m, 60 g
II
Super Dreadnought- The Super Dreadnought is sized to carry large numbers of very heavy weapon systems and provide for their massive power requirements. Its inherent stats are +7 CA, -3 FA.
Research cost: 1200 r, 65 m, 65 g
Build cost: 600 c, 65 m, 65 g
Titan- The Titan is rightfully named due to the number of heavy weapons it can carry. Few shipyards are capable of building this massive ship. Its inherent stats are +8CA, -3FA.
Research cost: 1500 r, 70 m, 70 g
Build cost: 650 c, 70 m, 70 g
II
Behemoth- The Behemoth is a massive ship that can carry any weapon system. Its size has sometimes been compared to that of a small moon. When compared to its smaller counterparts, its easy to see why. Its inherent stats are +9CA, -3 FA.
Research cost: 2000 r, 75 m, 75 g
Build cost: 700 c, 75 m, 75 g
II
Leviathan- Seeing this great beast of all battleships is a once-in-a-lifetime experience -- especially if it belongs to your enemy. This is the largest known class of interstellar ship. Its inherent stats are +10 CA, -4 FA.
Research cost: ---------
Build cost: 800 c, 80 m, 80 g
Beam Weapons School
Laser Cannon-Highly focused beams of coherent light that deliver modest damage at long ranges. Its give a bonus of +1 FA/+1 SA.
Research cost: ------
Build cost: 2 c, 2 g
II
Hard Beam- The Hard beam operates by firing highly polarized photons at the target. The photons release considerable heat energy into the target, causing damage. Its give a bonus of +1 FA/+2 SA/+ 1 HA.
Research cost: 400 r, 30 g
Build cost: 4 c, 4 g
II
Phaser Beam- The Phaser beam is a direct fire point to point weapon. Not the most powerful but very useful against missiles. Its give a bonus of +2 FA/ + 2 SA/ +2 CA. Only mountable on standard or lower mounts.
Research cost: 700 r, 50 g
Build cost: 6 c, 6 g
II
Ion Pulse Cannon- High-intensity beam weapon capable damage at medium range. Ion Pulse Cannons disrupt electronics but cannot damage the hull of a ship. Random chance to disable ships. It give a bonus of +1 FA/ +1 CA/ +7 SA.
Research cost: 1200 r, 100 g
Build cost: 10 c, 8 g
II
Disintegration Beam- The Disintegration Beam seeks to weaken the Strong and Weak forces which hold atoms together - in this case, the atoms belonging to whatever enemy is on the receiving end. Damage is not as high as other weapons of equivalent tech levels, but the range on this weapon is surpassed by none. It gives a bonus of +3 FA/+3 CA/+3 SA/ +3 HA
Research cost: 1500 r, 120 g
Build cost: 15 c, 10 g
II
Stellar Converter- The Stellar Converter is an enveloping weapon that attacks the target's shielding. If it hits, it hits with all its might, but if it misses it misses completely. This must be mounted on a Very Heavy Mount or something heavier in order to be considered a Planet Destroying Weapon. +5 FA/ +5 CA/ +5 SA/ +5 HA
Research cost: ------------
Build cost: 30 c, 20 g
Mass Weapons School
Mass Driver- A mass driver fires a small mass at tremendous velocity. Its give a bonus of +1CA/ +1 HA.
Research cost: 300 r, 10 m
Build cost: 2 c, 2 m
II
Rail Gun- An improvement over the mass driver, the Rail gun fires more and smaller projectiles at the target at a much higher velocity. The kinetic energy released is considerable. Its give a bonus of +2 CA/ +2 HA.
Research cost: 500 r, 30 m
Build cost: 4 c, 4 m
II
Gauss Cannon- The Gauss Cannon is an extremely powerful linear accelerator which hurls a massive burst of tiny particles at nearly light speed. Its give a bonus of +3 CA/ +3 HA
Research cost: 700 r, 50 m
Build cost: 5 c, 5 m
II
Disruptor Cannon- Fires tremendous bolts of pure energy at medium range targets. It gives a bonus of +4 CA/ +4HA.
Research cost: 1100 r, 80 m
Build cost: 10 c, 10 m
II
Dark Matter Projector- Flinging ultra-dense Dark Matter at a substantial fraction of light speed, the Dark Matter Projector is the ultimate Mass Driver weapon. Combining excellent, consistent damage with an incredible range, this is an amazing weapon. It gives a bonus of +6 CA/ +6 HA. Only Mountable on Very Heavy Mounts or higher.
Research cost: ---------------
Build cost: 20 c, 20 m
Plasma Weapons school-
Fusion Cannon- The Fusion Cannon fires short range burst of super-heated plasma and is a very powerful close range weapon. Its give a bonus of +1 CA/+1 SA.
Research cost: 600 r, 30 g
Build cost: 4 c, 4 g
II
Hellfire Cannon- The Hellfire cannon uses fusion technology in a manner wholly different than previously attempted. The resulting weapon is both very powerful and supports an improved range from other plasma weapons. Its give a bonus of +2 CA/+2 SA
Research cost: 700 r, 40 g
Build cost: 5 c, 5 g
II
Lightning Field Generator- The LFG is among the best point defense weapons available at any tech level. It creates a destructive field around the ship that focuses energy on incoming space debris-like missiles or fighters. Unfortunately, it has very limited offensive use, due to its severely limited range. Its give a bonus of +3 FA/+2 SA/+2 CA. Only mountable on PD or Light mounts.
Research cost: 800 r, 60 g
Build cost: 6 c, 6 g
II
Plasma Cannon- A plasma cannon shoots super heated bolts of energy at close range. Good for melting holes in capital ships. Its give a bonus of +3 CA/ +3 SA.
Research cost: 900 r, 70 g
Build cost: 8 c, 6 g
II
Megabolt Cannon-The Megabolt Cannon is an oddity in the Plasma Weapon family in that it couples superheated Plasma with Force Fields in an attempt to give the weapon more range. It gives a bonus of +4 CA/+ 4 SA.
Research cost: 1100 r, 80 g
Build cost: 10 c, 8 g
II
Mauler-A Mauler is a brute-force energy projector that fires a massive bolt of unrestrained destruction with a wide area of effect. It gives a bonus of +5 CA/ +5 SA/ +4 HA. Only mountable on Very heavy mounts or higher.
Research cost:------------------
Build cost: 20 c, 20 g
Particle Weapons School-
Quark Cannon- The quark Cannon fires a stream of normally harmless quarks at a target. The sheer volume of subatomic particles overwhelms the defenses of the target, creating a considerable amount of damage.Its give a bonus of +1 FA/ +1 HA.
Research cost: 100 r, 30 g
Build cost: 2 c, 2 g
II
Neutron Blaster- A neutron blaster fires a beam of radiation at long ranges and is highly effective against all known lifeforms. Its give a bonus of +2 FA/ 2 HA.
Research cost: 300 r, 60 g
Build cost: 10 c, 6 g
II
Graviton Beam- The Graviton Beam streams its damage, making it great for taking out small ships but less effective in taking out large ships or ships with powerful shields. Its give a bonus of +3 FA/ +1 CA/ +2 HA. Only mountable on standard or lower mounts.
Research cost: 700 R, 90 gas
Build cost: 20 c, 8 g
II
Particle Beam- Particle beams send a high intensity particle stream towards an enemy target. They are excellent mid range weapons. Its give a bonus of +4 FA/ +3 HA.
Research cost:1100 r, 130 g
Build cost: 30 c, 10 g
II
Dark Energy Beam- Using Dark Energy which seems to ignore most recognized law of physics results in a weapon of surprising power and efficiency. This weapon is very difficult to defend against. Its give a bonus of +5 FA/ + 5 CA/ +4 HA.
Research cost: 1300 R, 150 g
Build cost: 50 c, 15 g
II
Death Ray- An ancient particle weapon of mass destruction. Fires an intense beam of cosmic rays, inflicting substantial damage. Has some ability to penetrate both shields and armor. Its give a bonus of +6 CA/+6 SA/ +6 HA
Research cost:-------
Build cost: 100 c, 20 g
II
Tachyon Beam- Operating by redirecting Tachyons, particles which naturally travel faster than light speed, this weapon is capable of delivering massive damage at an excellent range. It gives a bonus of +7 FA/ +7 CA/ +7 HA. Only Mountable on Very Heavy mounts or higher.
Research cost:-------
Build cost: 200 c, 40 g
Minefields:
Controversial and very effective, a minefield is an effective to control and area of space without having ships in the area.
Research cost: 1400 r, 300 c
Build cost: 200 c per system, 100 per movement dot.
Improved mining:
Your mining facilities know how to extract a little more metal ore than others. You receive an additional +2 metal from all bases per turn.(Only if system gives metal per turn)
Research Cost: 900 R, 200 M
Improved harvesting:
Your gas harvesting facilities know how to extract a little more gas than others. You receive an additional +2 Gas from all bases per turn. (Only if system gives gas per turn. Apply Miner faction bonus after)
Research Cost: 900 R, 200 G
Improved Economy:
Money Money Money Money! MONEY! Through shrewd bartering, better budgeting, and good money sense, your faction makes a little more money than most. Your bases provide additional +20 credits a turn.
Research Cost: 900 R, 200 C
Improved Research:
No experiment boundaries, living test subjects, child prodigies, or every person is smart. Whatever the reason, your faction produces more research than most. Your bases and planets produce an additional +20 Research a turn.
Research Cost: 900 R,
Shield school:
Class I Shield- The most basic shield technology absorbs small portions of the damage that strikes a ship before it breaks through to the armor. It provides a bonus of +1 SD.
Research cost: 400 R
Build cost: 10 c, 2 g
II
Class II Shield- Class II shields can absorb a minimal amount of damage that would otherwise reach the ship's armor. It provides a bonus of +2 SD.
Research cost: 600 R
Build cost: 20 c, 4 g
II
Class III Shields- Class III shields absorb damage from low-technology weapons systems, protecting the ship's armor and hull. It provides a bonus of +3 SD.
Research cost: 800 R
Build cost: 30 c, 6 g
II
Class IV Shields- Class IV shields absorb a significant amount of damage from many weapons systems, protecting the ship's armor and hull. It provides a bonus of +4 SD.
Research cost: 1000 R
Build cost: 40 c, 8 g
II
Class V Shields- A Class V shield is a powerful addition to the ship which can hold its own but will take a beating during a prolonged attack. It provides a bonus of +5 SD.
Research cost: 1200 R
Build cost: 50 c, 10 g
II
Class VI Shields- Class VI shields are a good first line of defense and allows you to stay in the fight longer. It provides a bonus of +6 SD.
Research cost: 1400 R
Build cost: 60 c, 12 g
II
Class VII Shields- Class VII shields give your ship the strength needed to live longer and prosper. It provides a bonus of +7 SD.
Research cost: 1600 R
Build cost: 70 c, 14 g
II
Class VIII Shields- A Class VIII Shield offers your ship sound protection and a little piece of mind. It provides a bonus of +8 SD.
Research cost: 1800 R
Build cost: 80 c, 16 g
II
Class IX Shields- Shields at a Class IX level provide solid protection from the most furious enemy attack. It provides a bonus of +9 SD.
Research cost: 2000 R
Build cost: 90 c, 18 g
II
Class X Shields- Class X shields offer unyielding protection so that you can take whatever the enemy dishes out, and more. It provides a bonus of +10 SD.
Research cost: ?????
Build cost: 100 c, 20 g
Small Shield Generator- A Small Shield Generator is less effective than the Standard Shield Generator technology, but is less expensive and takes less space. Very useful for smaller ships. It multiplies your SD by 2.
Research cost: 400 R, 20 M, 20 G
Build cost: 50 c, 4 m, 4 g
II
Standard Shield Generator- A Standard Shield Generator is the default listed under the individual shield technologies. It Multiplies your SD by 3.
Research cost: 900 R, 60 M, 60 G
Build cost: 100 c, 8 M, 8 G
II
Large Shield Generator- A Large Shield Generator has relatively high shield strength but is much larger and more costly than a Standard Shield Generator. It Multiplies your SD by 5.
Costs 1 weapon slot
Research cost: 1400 R, 100 M, 100 G
Build cost: 200 c, 16 M, 16 G
Armor school:
Zortrium -For the price sensitive, Zortrium provides minimum protection for at a low cost. It multiplies your HD rating by 2.
Research cost: 500 R, 50 m
Build cost: 20 c, 10 m
II
Duranium- Duranium armor gives more protection than Zortrium, but costs more. It multiplies your HD rating by 3.
Research cost: 900 R, 100 m
Build cost: 50 c, 25 m
II
Titanium- High strength Titanium armor gives you solid protection for reasonable cost. It multiplies your HD rating by 4.
Research cost: 1500 R, 300 m
Build cost: 150 c, 40 m
II
Neutronium- Neutronium Armor protects your ships with the state of art elegance, but such technology does not come cheap. It multiplies your HD rating by 5.
Research cost: 2500 R, 400 m
Build cost: 300 c, 150 m
II
Adamantium -Adamantium Armor is the best of the best, and you'll pay for it. It multiplies your HD rating by 6.
Research cost: ---------
Build cost: 500 c, 250 m
Very Light Armor- A Very Light Coat of armor is roughly half as effective as a Light Coat of armor and is therefore only slightly more effective than wrapping the ship in aluminum foil. It provides a bonus of +1 HD.
Research cost: 300 R, 25 m
Build cost: 10 c, 5 m
II
Light Armor-A Light layer of armor is the standard thickness when building ships. It provides a bonus of + 2 HD.
Research cost: 500 R, 50 m
Build cost: 20 c, 10 m
II
Medium Armor- Medium Armor equips your ship with a moderate layer of armor giving you a higher success rate in surviving an enemy attack. It provides a bonus of +3 HD.
Research cost: 800 R, 100 M
Build cost: 30 c, 20 M
II
Heavy Armor- When you apply Heavy Armor to your ship you provide a robust layer of protection against enemy fire. It provides a bonus of +4 HD.
Research cost: 1100 R, 250 M
Build cost: 50 c, 30 M
II
Very Heavy Armor- Very Heavy Armor shows your crew you care. It puts a substantial layer of protection between them and death. It provides a bonus of +5 HD.
Research cost: 1500 R, 400 M
Build cost: 100 c, 50 M
II
Ultra Heavy Armor-Ultra Heavy Armor provides the maximum in protection. No one in their right mind will want to mess with you when they see you in this armor. It provides a bonus of +6 HD.
Research cost: 1800 R, 500 M
Build cost: 200 c, 75 M
Fighter school
(Fighters can only be equipped with small shields and very light or light armor):
Interceptor- In order for you to build any fighters you will need this chassis to start. While fast, they are very weak and cannot stand up to the stronger fighters. They are also very weak against capital ships, as they cannot carry advanced weaponry. Its inherent stats are +2 FA.
Weapon Mounts: 2 Missile: No Highest mount: Fighter
Research cost: --------
Build cost: 5 c, 2 m, 2 g
II
Heavy Fighter- Even though it is a basic version of a SHF, the Heavy Fighter can still dish it out and can take a beating. It packs better sensors and weapons systems than an interceptor chassis, allowing it to attack at a longer range. Its inherent stats are +3 FA.
Weapon Mounts: 4 Missile: Rocket Highest mount: Fighter
Research cost: 700 R, 80 M, 80 G
Build cost: 20 c, 5 M, 5 G
II
Surpreme Heavy Fighter- Although the SHF was designed primarily to intercept and destroy incoming missiles and fighters and escort Bombers to their intended targets, the SHF size and power systems allows it to carry multiple weapon systems, allowing it take on even capitol ships at a distance. It will never lose in a dogfight, either, as it usually destroys lighter targets before they get the chance to return fire. Its inherent stats are +5 FA/ +4 CA.
Weapon Mounts: 7 Missile: Light or Lower Highest mount: Fighter, PD, or Light
Research cost: 1500 R, 300 M, 300 G
Build cost: 200 c, 25 m, 25 g
Bomber- When you need to take 'em out call in these these guys. They will fly through the thick of it to deliver a devastating payload, although their pathetic sensors may not let their pilots to live to tell about it. Its inherent stats are +2 CA/ -4 FA.
Weapon Mounts: 3 Missile: Light or lower Highest mount: Fighter
Research cost: 400 R, 40 M, 40 G
Build cost: 10 c, 5 M, 5 G
II
Heavy Bomber- Tough, heavily armored and deadly, these guys are the Elite of any fighter squadron. They carry ordinance heavy enough to take out nearly any target and sensors advanced enough to make it back home. Its inherent stats are +5 CA/ -3 FA.
Weapon Mounts: 4 Missile: Heavy or Lower Highest mount: Fighter
Research cost: 900 R, 100 M, 100 G
Build cost: 50 c, 10 M, 10 G
II
Very Heavy Bomber- Heavily armored and of massive size, VHB blur the line between fighters and Capital ship. They carry ordinance much deadlier than any of their predecessors and can tear through a hull with ease. They never have much less trouble than their predecessors at locating their targets either to their advanced sensor systems, and can even equipped with basic capital mounts Its inherent stats are +7 CA/ -3 FA.
Weapon Mounts: 6 Missile: Torpedo or Lower Highest mount: Fighter or Standard
Research cost: 1400 R, 200 M, 200 G
Build cost: 100 c, 20 M, 15 G
Fighter Laser Cannon- A Laser Cannon ready for mounting on your fighters. It gives a bonus of 1SA.
Research cost: ------
Build cost: 2 c, 2 g
II
Fighter Phaser Beam- A Phaser Beam that can be added to your fighter ships. It gives a bonus of 2 SA/ 2CA.
Research cost: 700 R, 30 g
Build cost: 4 c, 4 g
II
Fighter Ion Pulse Cannon- An Ion Pulse Cannon that has been fitted for fighters. Ion Cannons disrupt electronics and cannot damage the hull of a ship. It gives a bonus of +5 SA. Random chance of disabling ships.
Research cost: 1200 R, 100 G
Build cost: 10 c, 8 g
Fighter Fusion Cannon- A Fusion Cannon ready to be installed on your fighter ships. It gives a bonus of +1 SA/+1CA.
Research cost: 600 R, 30 G
Build cost: 4 c, 4 g
II
Fighter Plasma Cannon- A Plasma Cannon fitted for Fighters. It gives a bonus of +3 SA/+ 3 CA.
Research cost: 900 R, 70 G
Build cost: 10 c, 6 g
Fighter Mass Driver- Add a Mass Driver to your Fighters. It gives a bonus of +1 CA/+1 HA.
Research cost: 300 R, 10 M
Build cost: 2 c, 2 m
II
Fighter Gauss Cannon- A Gauss Cannon for Fighters. It gives a bonus of +3 CA/+3 HA.
Research cost: 700 R, 50 M
Build cost: 5 c, 5 m
II
Fighter Disruptor Cannon- A Disruptor Cannon for your Fighters. It gives a bonus of +4 CA/+4 CA.
Research cost: 1100 R, 80 M
Build cost: 10 c, 10 M
Fighter Neutron Cannon-A Neutron Cannon fitted for Fighter ships. It gives a bonus of +2 CA/+1 SA.
Research cost: 300 R, 70 G
Build cost: 10 c, 6 g
II
Fighter Graviton beam- A Graviton Beam that is ready for installation onto fighter ships. It gives a bonus of +3 FA/+2 SA.
Research cost: 700 R, 90 gas
Build cost: 20 c, 8 g
II
Fighter Particle Beam- A Particle Beam equipped to be added to your Fighters. It gives a bonus of +2 SA/+4 CA.
Research cost:1100 r, 130 g
Build cost: 30 c, 10 g
II
Fighter Death Ray- If you really want to make an impression, add a Death Ray that has been retrofitted for fighter ships. You will not soon be forgotten. It gives a bonus of +7 SA/+7 CA.
Research cost:-------
Build cost: 100 c, 20 g
Missile School:
Rocket Chassis- To begin the production of rockets, you need this chassis. It gives a bonus of +1 FA/+2 CA. Costs 1 weapon slot.
Research cost: 300 r, 50 m
Build cost: 5 c, 5 m
II
Light missile Chassis- All light missiles are built upon this Chassis. It gives a bonus of +3 CA. Costs 1 weapon slot.
Research cost: 500 r, 150 m
Build cost:10 c, 10 m
II
Heavy Missile Chassis- For heavy missiles, use this as a starting point. It gives a bonus of +4 CA. Costs 2 weapon slots.
Research cost: 900 r, 300 m
Build cost:20 c, 15 m
II
Torpedo Chassis-The torpedo is built upon this chassis. It gives a bonus of +5 CA. Costs 3 weapon slots.
Research cost: 1300 r, 500m
Build cost:30 c, 30 m
II
Cruise Missle Chassis- One of the best Chassis available. It gives a bonus of +7 CA. Costs 4 weapon slots.
Research cost: 2100 c, 700 m
Build cost: 50 c, 50 m
II
Ballistic Missle Chassis- The heaviest Missle Chassis Available. It gives a bonus of +9 CA. Costs 5 weapon slots.
Research cost:-------
Build cost:
100 c 100 m
Nuclear Warhead- The Nuclear warhead is the most basic missile device. It gives a bonus of +2 SA/+2 HA.
Research cost: 200 r
Build cost: 5 c
II
Anionic Energy Warhead- Quantum level particles erupt from the AEW, giving it that little extra something to take out your enemy. It gives a bonus of +3 SA/+3 HA.
Research cost: 400 r
Build cost:10 c
II
Neutronium Warhead- Upon impact, a Neutronium Warhead releases lethal levels of Radiation towards the enemy. Death does not come quickly and the victims will suffer before they die. It gives a bonus of +4 SA/+4 HA.
Research cost: 600 r
Build cost: 20 c
II
Hercular Warhead- A Hercular Warhead hold more capacity for destruction than other previous models. It gives a bonus of +5 SA/+5 HA.
Research cost 1200 r
Build cost: 40 c
II
Merculite Warhead- Smooth, fast, and deadly. The Merculite Warhead sails through space like incandescent quicksilver. It gives a bonus of +6 SA/+6 HA.
Research cost: 1600 r
Build cost: 60 c
II
High Energy X-ray Laser Warhead- A HEXLW penetrates a ship faster than sound can travel through space. A lot faster actually. It gives a bonus of +7 SA/+7 HA.
Research cost: 2000 r
Build cost: 80 c
II
Scatter pack warhead- The advantage of the SPW is you can hit multiple locations of the enemies hull with one shot. More bang for your buck. It gives a bonus of +8 SA/+8 HA.
Research cost: 2300 r
Build cost: 100 c
II
Dark Matter Warhead - A Warhead packed with ultra dense Dark Matter. Upon impact, it delivers tremendous amounts of Dark energy, causing untold damage. It gives a bonus of +9 SA/+9 HA.
Research cost: 2600 r
Build cost: 120 c
II
Energy Pulsar Warheads- Energy Pulsar Warheads will generate a sudden, focused burst of energy toward an enemy vessel. It gives a bonus of +10 SA/+10 HA.
Research cost: 3000 r
Build cost: 140 c
II
Omega Warhead- The Omega Warhead is the ultimate in missile technology. There will be few survivors to give feedback on its effectiveness. It gives a bonus of +12 SA/+12 HA.
Research cost: --------
Build cost: 160 c
Mobility School :
Retro Engine- The retro engine is the earliest form of hyperspace technology. It allows free use of Hyperspace lanes. Grants 2 movement.
Research cost:------
II
Nuclear Engine- Nuclear engines allow Maximum mobility at Warp II. Grants 3 movement.
Research cost: 400 r
II
Sub-Light Drives- Sub-Light Drives allow for Maximum Mobility at Warp III. Grants 4 movement.
Research cost: 700 r
II
Fusion Drives- Fusion Drives allow for Maximum Mobility at Warp IV. Grants 5 movement.
Research: 900 r
II
Impulse Drives- Impulse Drives allow maximum mobility at Warp Level. Grants 6 movement.
Research: 1100 r
II
Ion Drives- Ion Drives allow maximum mobility at Warp Level VI. Grants 7 movement.
Research: 1300 r
II
Anti-Matter Drives- Anti-Matter Drives allow maximum mobility at Warp Level VII. Grants 8 movement.
Research: 1500 r
II
Inter-Phased Driver- Inter-Phased Drives allow maximum mobility at Warp Level VIII. Grants 9 movement.
Research: 1700 r
II
Hyper Drives- Hyper Drives are Warp Level IX and provide nearly infinite power. Grants 10 movement.
Research cost: 1900 r
II
Warp Factor X- Maximum Warp Level, nearly impossible to reach and sustain. Grants ????? movement.
Research cost:-----------
Tactical School-
Focus detection Array- The bare bones in detection systems, the FDA lets you see where you haven't seen before. It gives a bonus of +1 CMD/ +1 CMO.
Research cost: 300 research
II
High Caliber detection system- The HCDS takes early warning to the next level. But be careful: Objects in detection system may appear closer than normal. It gives a bonus of +2 CMD/ +2 CMO.
Research cost: 700 r
II
X-Ray Transponder system- With the X-Ray Transponder System you will be able to detect enemy ships further than ever before. It gives a bonus of +3 CMD/ +3 CMO.
Research: 900 r
II
Advanced Locator System- Not detecting enemy ships soon enough? Try the Advanced Locator System. It has saved more lives than Silicoids have rocks. This makes objects appear 60% closer than they actually are. It gives a bonus of +4 CMD/ +4 CMO.
Research: 1100 r
II
Ultimate Detector System- So, you want all the bells and whistles. The Ultimate Detector System makes objects appear 75% closer than they actually are. It gives a bonus of +5 CMD/ +5 CMO.
Research: 1500 r
Physical Sciences School-
Point Defense Mount- Point Defense Weapons are specifically designed for taking out small, fast moving targets. They are ideal for taking out fighters and missiles. It gives a bonus of +3 FA. Costs 1 weapon slot.
Research cost:500 r, 50 m
Build cost: 20 c, 10 m
Light Mount-Light mounts can be used to add smaller weapons to your ships. Very cost efficient. It gives a bonus of +2 FA/+1 CA. Costs 1 weapon slot.
Research cost:300 r, 50 m
Build cost: 5 c, 5 m
Standard Mount- Standard Mounts are the default mount type, offering a good combination of compactness and size. It gives a bonus of +1 FA/+2 CA. Costs 1 weapon slot.
Research cost:------
Build cost: 10 c, 5 m
II
Heavy Mount- Offering more damage than a standard mount, heavy mounts are great for hitting bigger ships, but still light enough to attempt to fire on fighters. It gives a bonus of +3 CA. Costs 2 weapon slots.
Research cost: 500 r, 75 m
Build cost: 20 c, 10 m
II
Very Heavy Mount- Very Heavy Mounts hit hard and will leave a dent in what ever it hits. It gives a bonus of -1 FA/+4 CA. Costs 3 weapon slots.
Research cost: 800 r, 100 m
Build cost: 25 c, 15 m
II
Ultra Heavy Mount- Ultra Heavy Mounts are the largest non-spinal mounts available. It gives a bonus of -2 FA/+5 CA. Costs 3 weapon slots.
Research cost: 1200 r, 125 m
Build cost: 30 c, 20 m
Spinal Mount- The Spinal Mount places the weapon along the main axis of the ship. It's a very stable mounting, but has limited firing arc because it can only shoot in the direction the ship is pointing. It gives a bonus of -3 FA/+4 CA. Also gain +2 CMO due to longer range. Costs 2 weapon slots.
Research cost: 800 r, 100 m
Build cost:25 c, 15 m
II
Improved Spinal Mount- Improved Spinal Mount doubles the size of the weapon, increasing damage and range. This increase comes at the cost of space and fighter defense, as the size of this weapon does not allow for fast tracking or firing. It gives a bonus of -4 FA/+6 CA. Also gain +3 CMO due to longer range. Costs 3 weapon slots.
Research cost: 1200 r, 125 m
Build cost: 30 c, 25 m
II
Ultra Spinal Mount- Ultra Spinal Mount is the heaviest but slowest mount available. Weapons mounted with this will not fire often, but when they do they will be felt by the target. It gives a bonus of -6 FA/+8 CA. Also gain +4 CMO due to longer range. Costs 4 weapon slots.
Research cost:-----------
Build cost: 40c, 40 m
(CMO bonuses do stack. One bonus per ship class. If you had 3 different ship classes with bonuses, you add the 3 different bonuses together. If multiple bonus exist on one ship class, apply the highest one.)
Fleet management School-
Gunboat- A Gunboat is roughly 40% larger than a Supreme heavy fighter and is just as fast. Its inherent stats are +4 FA.
Research cost: 200 r, 25 m 25 g
Build cost: 200 c 25 m 25 g
Frigate- A classic, the frigate blazes through space like a comet sling shooting around a star. Its inherent stats are +3 CA, 1 FA.
Research cost: 400, 30 m, 30 g
Build cost: 250 c, 30 m, 30 g
Destroyer- Destroyers get the job done, that is if you want to dominate your enemy. Its inherent stats are +3 CA.
Research cost: 500 r, 35 m, 35 g
Build cost: 300 c, 35m , 35 g
Light Cruiser- Graceful and Strong, Light cruisers get there in the blink of an eye. Its inherent stats are +4 CA, +2 FA
Research cost: 600 r, 40 m, 40 g
Build cost: 350 c, 40 m, 40 g
Cruiser- Cruisers get you there, no questions asked. Its inherent stats are +5 CA, -1 FA.
Research cost: 700 r, 45 m, 45 g
Build cost: 400 c, 45 m, 45 g
II
Battle Cruiser- At double the size of light Cruisers, Battle Cruisers are the backbone of any fleet, built to fight and ready to rumble. Its inherent stats are +5 CA.
Research cost: 800 r, 50 m, 50 g
Build cost: 250 c, 50 m, 50 g
II
Battleship- Battleships are the heavy work horses of the fleet, carrying a wide variety of devastating space combat systems. Its inherent stats are +6 CA -2 FA.
Research cost: 900 r, 55 m, 55 g
Build cost: 500 c, 55 m, 55 g
Dreadnought- A dreadnought carries the heavier firepower in the fleet and therefore is almost always protected by a ring of smaller ships. Its inherent stats are +6 CA.
Research cost: 1000 r, 60 m, 60 g
Build cost: 550 c, 60 m, 60 g
II
Super Dreadnought- The Super Dreadnought is sized to carry large numbers of very heavy weapon systems and provide for their massive power requirements. Its inherent stats are +7 CA, -3 FA.
Research cost: 1200 r, 65 m, 65 g
Build cost: 600 c, 65 m, 65 g
Titan- The Titan is rightfully named due to the number of heavy weapons it can carry. Few shipyards are capable of building this massive ship. Its inherent stats are +8CA, -3FA.
Research cost: 1500 r, 70 m, 70 g
Build cost: 650 c, 70 m, 70 g
II
Behemoth- The Behemoth is a massive ship that can carry any weapon system. Its size has sometimes been compared to that of a small moon. When compared to its smaller counterparts, its easy to see why. Its inherent stats are +9CA, -3 FA.
Research cost: 2000 r, 75 m, 75 g
Build cost: 700 c, 75 m, 75 g
II
Leviathan- Seeing this great beast of all battleships is a once-in-a-lifetime experience -- especially if it belongs to your enemy. This is the largest known class of interstellar ship. Its inherent stats are +10 CA, -4 FA.
Research cost: ---------
Build cost: 800 c, 80 m, 80 g
Beam Weapons School
Laser Cannon-Highly focused beams of coherent light that deliver modest damage at long ranges. Its give a bonus of +1 FA/+1 SA.
Research cost: ------
Build cost: 2 c, 2 g
II
Hard Beam- The Hard beam operates by firing highly polarized photons at the target. The photons release considerable heat energy into the target, causing damage. Its give a bonus of +1 FA/+2 SA/+ 1 HA.
Research cost: 400 r, 30 g
Build cost: 4 c, 4 g
II
Phaser Beam- The Phaser beam is a direct fire point to point weapon. Not the most powerful but very useful against missiles. Its give a bonus of +2 FA/ + 2 SA/ +2 CA. Only mountable on standard or lower mounts.
Research cost: 700 r, 50 g
Build cost: 6 c, 6 g
II
Ion Pulse Cannon- High-intensity beam weapon capable damage at medium range. Ion Pulse Cannons disrupt electronics but cannot damage the hull of a ship. Random chance to disable ships. It give a bonus of +1 FA/ +1 CA/ +7 SA.
Research cost: 1200 r, 100 g
Build cost: 10 c, 8 g
II
Disintegration Beam- The Disintegration Beam seeks to weaken the Strong and Weak forces which hold atoms together - in this case, the atoms belonging to whatever enemy is on the receiving end. Damage is not as high as other weapons of equivalent tech levels, but the range on this weapon is surpassed by none. It gives a bonus of +3 FA/+3 CA/+3 SA/ +3 HA
Research cost: 1500 r, 120 g
Build cost: 15 c, 10 g
II
Stellar Converter- The Stellar Converter is an enveloping weapon that attacks the target's shielding. If it hits, it hits with all its might, but if it misses it misses completely. This must be mounted on a Very Heavy Mount or something heavier in order to be considered a Planet Destroying Weapon. +5 FA/ +5 CA/ +5 SA/ +5 HA
Research cost: ------------
Build cost: 30 c, 20 g
Mass Weapons School
Mass Driver- A mass driver fires a small mass at tremendous velocity. Its give a bonus of +1CA/ +1 HA.
Research cost: 300 r, 10 m
Build cost: 2 c, 2 m
II
Rail Gun- An improvement over the mass driver, the Rail gun fires more and smaller projectiles at the target at a much higher velocity. The kinetic energy released is considerable. Its give a bonus of +2 CA/ +2 HA.
Research cost: 500 r, 30 m
Build cost: 4 c, 4 m
II
Gauss Cannon- The Gauss Cannon is an extremely powerful linear accelerator which hurls a massive burst of tiny particles at nearly light speed. Its give a bonus of +3 CA/ +3 HA
Research cost: 700 r, 50 m
Build cost: 5 c, 5 m
II
Disruptor Cannon- Fires tremendous bolts of pure energy at medium range targets. It gives a bonus of +4 CA/ +4HA.
Research cost: 1100 r, 80 m
Build cost: 10 c, 10 m
II
Dark Matter Projector- Flinging ultra-dense Dark Matter at a substantial fraction of light speed, the Dark Matter Projector is the ultimate Mass Driver weapon. Combining excellent, consistent damage with an incredible range, this is an amazing weapon. It gives a bonus of +6 CA/ +6 HA. Only Mountable on Very Heavy Mounts or higher.
Research cost: ---------------
Build cost: 20 c, 20 m
Plasma Weapons school-
Fusion Cannon- The Fusion Cannon fires short range burst of super-heated plasma and is a very powerful close range weapon. Its give a bonus of +1 CA/+1 SA.
Research cost: 600 r, 30 g
Build cost: 4 c, 4 g
II
Hellfire Cannon- The Hellfire cannon uses fusion technology in a manner wholly different than previously attempted. The resulting weapon is both very powerful and supports an improved range from other plasma weapons. Its give a bonus of +2 CA/+2 SA
Research cost: 700 r, 40 g
Build cost: 5 c, 5 g
II
Lightning Field Generator- The LFG is among the best point defense weapons available at any tech level. It creates a destructive field around the ship that focuses energy on incoming space debris-like missiles or fighters. Unfortunately, it has very limited offensive use, due to its severely limited range. Its give a bonus of +3 FA/+2 SA/+2 CA. Only mountable on PD or Light mounts.
Research cost: 800 r, 60 g
Build cost: 6 c, 6 g
II
Plasma Cannon- A plasma cannon shoots super heated bolts of energy at close range. Good for melting holes in capital ships. Its give a bonus of +3 CA/ +3 SA.
Research cost: 900 r, 70 g
Build cost: 8 c, 6 g
II
Megabolt Cannon-The Megabolt Cannon is an oddity in the Plasma Weapon family in that it couples superheated Plasma with Force Fields in an attempt to give the weapon more range. It gives a bonus of +4 CA/+ 4 SA.
Research cost: 1100 r, 80 g
Build cost: 10 c, 8 g
II
Mauler-A Mauler is a brute-force energy projector that fires a massive bolt of unrestrained destruction with a wide area of effect. It gives a bonus of +5 CA/ +5 SA/ +4 HA. Only mountable on Very heavy mounts or higher.
Research cost:------------------
Build cost: 20 c, 20 g
Particle Weapons School-
Quark Cannon- The quark Cannon fires a stream of normally harmless quarks at a target. The sheer volume of subatomic particles overwhelms the defenses of the target, creating a considerable amount of damage.Its give a bonus of +1 FA/ +1 HA.
Research cost: 100 r, 30 g
Build cost: 2 c, 2 g
II
Neutron Blaster- A neutron blaster fires a beam of radiation at long ranges and is highly effective against all known lifeforms. Its give a bonus of +2 FA/ 2 HA.
Research cost: 300 r, 60 g
Build cost: 10 c, 6 g
II
Graviton Beam- The Graviton Beam streams its damage, making it great for taking out small ships but less effective in taking out large ships or ships with powerful shields. Its give a bonus of +3 FA/ +1 CA/ +2 HA. Only mountable on standard or lower mounts.
Research cost: 700 R, 90 gas
Build cost: 20 c, 8 g
II
Particle Beam- Particle beams send a high intensity particle stream towards an enemy target. They are excellent mid range weapons. Its give a bonus of +4 FA/ +3 HA.
Research cost:1100 r, 130 g
Build cost: 30 c, 10 g
II
Dark Energy Beam- Using Dark Energy which seems to ignore most recognized law of physics results in a weapon of surprising power and efficiency. This weapon is very difficult to defend against. Its give a bonus of +5 FA/ + 5 CA/ +4 HA.
Research cost: 1300 R, 150 g
Build cost: 50 c, 15 g
II
Death Ray- An ancient particle weapon of mass destruction. Fires an intense beam of cosmic rays, inflicting substantial damage. Has some ability to penetrate both shields and armor. Its give a bonus of +6 CA/+6 SA/ +6 HA
Research cost:-------
Build cost: 100 c, 20 g
II
Tachyon Beam- Operating by redirecting Tachyons, particles which naturally travel faster than light speed, this weapon is capable of delivering massive damage at an excellent range. It gives a bonus of +7 FA/ +7 CA/ +7 HA. Only Mountable on Very Heavy mounts or higher.
Research cost:-------
Build cost: 200 c, 40 g
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