Tachyon Communications => +1 Command, 3 Parsecs per Spacestation Subspace Communications -> +2 Command, 6 Parsecs Hyper Space Communications -> +3 Command, Unlimited Range
Battle Scanner* => +2 Parsecs on Ship Space Scanner -> 2 Parsecs + Ship Size - 1 Tachyon Scanner -> 3 Parsecs, -20% Jamming Neutron Scanner -> 5 Parsecs, -40% Jamming Sensors -> 8 Parsecs, -70% Jamming Stealth Field => Reduces emissions of hyperspace drives Cloaking Device => Hide Ships from long-range scans +80% Defence against beam weapons, when cloaked Phasing Cloak => Hide Ship in Combat for up to 10 turns Stasis Field => Enemy Ship can not attack or be attacked while another Ship has it in this field
Neural Scanner => +10 Cyber Security Link => +10 Telepathic Training => +5 Psionics* => +10 Stealth Suit => +10
Reinforced Hull => x3 Structure Heavy Armour => +50% Armour Tritanium Armour -> +100% Armour Zortrium Armour -> +300% Armour Neutronium Armour -> +500% Armour Adamantium Armour -> +700% Armour Xentronium Armour -> +?% Armour (from Orion) Multi-Phased Shields => +50% Class I Shield => x5 Damage to Destroy Class III Shield -> x15 Damage Class V Shields -> x25 Damage Class VII Shield -> x35 Damage Class X Shield -> x50 Damage Hard Shields => -3 Damage Shield Capacitor => Triples recharge rate of Shields
Powered Armour => +10 Combat +1 Hit Anti-Grav Harness => +10 Combat Tritanium Armour => +10 Combat Zortrium Armour -> +15 Combat Neutronium Armour -> +20 Combat Adamantium Armour -> +25 Combat Personal Shield => +20 Combat Laser Rifle => +5 Combat Fusion Rifle -> +10 Combat Phasor Rifle -> +20 Combat Plasma Rifle -> +30 Combat Battleoids
Troop Pods =>Doubles numbers of Marines on Ship Assault Shuttles => Allows your Marines to attempt to capture or sabotage enemy Ships, may be 'shot down' before they get there Security Stations => +20 Marine defence against Boarding Parties Transporters => Allows Marines to board enemy Ships from a range of 12 squares, when there shields are down. Planets can also be bombed from this range, instead of the normal 3
Nuclear Drive => 2 Parsecs/Turn Fusion Drive -> 3 Parsecs/Turn Ion Drive -> 4 Parsecs/Turn Anti-Matter Drive -> 5 Parsecs/Turn Hyper Drive -> 6 Parsecs/Turn Interphased Drive -> 7 Parsecs/Turn Jump Gate => +3 Parsecs/Turn Star Gate => 1 Turn between your Systems Dimensional Portal => As fleets in that System to attack the Antarans Warp Dissipater => Prevents Enemy Ships retreating in combat Augmented Engines => +5 Combat Speed Subspace Teleporter => Allows 18 square hyperspace jump in combat
Standard Fuel Cells => 4 Parsecs Deuterium Fuel Cells -> 6 Parsecs Iridium Fuel Cells -> 9 Parsecs Uridium Fuel Cells -> 12 Parsecs Thorium Fuel Cells -> Unlimited Range Extended Fuel Tanks => +50% Fuel Cells
Laser Cannon => 1- 4 Damage Fusion Beam -> 2- 6 Ion Pulse Cannon -> 2- 14 Neutron Blaster -> 3- 12 Graviton Beam -> 3- 15 Phasors -> 5- 20 Plasma Cannon -> 6- 30 Mauler Device -> 1-100 Pulsar -> 2- 24 x Ship Class Mass Driver => 6 Damage Gauss Cannon -> 18 Disruptor Cannon -> 40 Gyro Destabilser => 3-7 Damage, Shields/Armour not damaged, Range 15 Plasma Web => 5-25 Damage first turn, 5 less each turn there after, Range 15 Can fire every other turn, web strengths cumulative High Energy Focus => +50% Beam Damage Structural Analyser => +100% Beam Damage Hyper-X Capacitors => Allows Beams to be fired twice in one turn, but then can not fire next turn Fighter Bays => Beam close attack Heavy Fighters => Combined beam/bomb close attack Displacement Device => 30% chance of Enemy Beams missing Inertial Stabiliser => +50 Defence against Beam Weapons, half movement cost Inertial Nullifier => +100 Defence against Beam Weapons, zero movement cost Lighting Field => 50% Chance of destroying missile, torpedo, or fighter Time Warp Facilitator => Two Combat turns for every normal one
Electronic Computer => +25% Optronic Computer -> +50% Positronic Computer -> +75% Cybertronic Computer -> +100% Moleculartronic Computer -> +125% Battle Scanner* => +50% Tractor Beam => +20%, Slows Ship, Maximum Range 12 Squares, many have cumulative effect Rangemaster Targeting Unit => Reduces range inaccuracy to 1/3 Achilles Targeting Unit => Triples chance of hitting weapon and shield systems, once through shield. Ignores armour
ECM Jammer => 70% chance Missiles miss Multi-Wave ECM Jammer -> 100% chance Missiles miss Wide Area Jammer -> 130% chance Missiles miss, 70% for other Ships
Nuclear Bomb => 3-12 Damage Fusion Bomb -> 4-24 Anti-Matter Bomb -> 5-40 Neutronium Bomb -> 10-60 Bomber Bays => Holds fleets of Bombers that can attack the enemy at point blank range Death Spores => Each one has 10% chance of killing a unit of population Bio Terminator -> Each one has 20% chance of killing a unit of population Both damage diplomatic status
Anti-Matter Torpedoes => 25 Damage, fire every other Turn Proton Torpedo -> 40 Plasma Torpedo -> 125, -5/Square, Range 24 Nuclear Missile => 8 Damage Merculite Missile -> 14 Pulson Missile -> 20 Zeon Missile -> 30 Anti-Missile Rockets => Up to 85% change of hitting, Range 15 Fast Missile Racks => Can fire two volleys a Turn, but then must wait a Turn Dauntless Guidance System => If original target destroyed, missile or torpedo picks new target Emissions Guidance System => Missile targets Ships engines Missiles can be destroyed in flight by beams weapons and anti-missile rockets, torpedoes can not
Space Academy => +1 Ship Crew Starting Level, +1 Experience/Turn in System Marine Barracks => 4 New Marines immediately, +1/5 Turns up to half population limit, removes 20% Morale Penalty. Militarily they are not much use as enemies almost always bomb Colonies, instead of invading, however they do help prevent rebellions on recently conquered planets Armour Barracks => 2 New Tanks immediately, +1/10 Turns up to quarter population limit, removes 20% Morale Penalty Missile Base => Fires up to 300 Missiles against enemy ships Ground Batteries => Fires up to 300 Beam Weapons against enemy ships Fighter Garrison => Holds 24 Interceptors, 18 Bombers, or 12 Heavy Fighters Squadrons renewed every 10 Turns, with latest tech Warp Field Interdictor => Slows Ships within 2 Parsecs to 1 Parsec per turn Star Base => +2 Command Rating, +2 Parsecs for Scanners, 2 BC/Turn Battle Station -> +3 Command Rating, +4 Parsecs for Scanners, 3 BC/Turn +10% Ship Attack Star Fortress -> +20% Ship Attack, +6 Parsecs for Scanners, 4 BC/Turn All three automatically repair Ships in System over time Stellar Converter => 400 Damage to each of the four Ship Shields, 6 BC/Turn Destroys Planets turning them into asteroid belts Artemis System Net => Damages Ships entering system, greater chance for bigger ShipsBasically in this game there is no such thing as defence, early in the game planetary defences may destroy low tech battleships and below. But once your enemies start getting good technology your defences become impotent, getting the best missiles, torpedoes, fighters, bombers, beams, and armour helps. However these will have to face a grand fleet of many titans and possibly doom stars, so even if systems are garrisoned with a few Ships, they will fall, and usually have all population and buildings destroyed. Don't build Star Fortresses, wait for Battlestations to become available, they give you more Command Points and a Ship Attack Bonus. They are so expensive that it would be a waste to scrap a Star Fortress, there are better things to build.
The only defence is to not research titans, doom stars, and stellar converters, in the hope others will not either - if you do, they stand a very good chance of acquiring them through espionage, trade, or conquest. Also only have a few large fleets, at least up to the limit of your Command Points, once exceeded you pay 10 BC for each Command Point, and can soon get bankrupt. Try and use diplomacy to avoid wars, as they are incredibly destructive, the others will pick each other off, have 4 or 5 Colony Ships standing by at all times, then you can claim vacated planets immediately. Note, no system will have more than 4 habitable planets, initially. Don't occupy planets in systems, where there are alien colonies, resident fleets will cause you trouble, claim all planets in a system however bad, nearly all can be improved. Before war breaks out the enemy will accuse you of stealing technology (only steal technology from weak powers, or powers you are at war with, to help prevent this). Offer 10% Tribute immediately, this will usually solve the problem, but can place a great strain of the treasury, particularly of weakly run empires, but less strain than the liquidation of half your worlds.
If war breaks out don't attempt to defend any of your colonies, it is hopeless unless your opponent is very weak technologically or militarily. Send your Ships to enemy colonies and destroy or occupy them (beware of rebellion), this will reduce the enemies Command Points and Treasury, and sooner or later they won't be able to support their fleet.
Titanium Armour => Allows interstellar travel Colony Base => Builds new Colony on empty Planet in System Colony Ship => Builds new Colony on empty Planet in another System, 1 Command Point/Turn while in transit Freighters => In Fleets on 5, to transport 5 food or 1 Colonist, ½ BC/Turn while in use Outpost Ship => Builds refuelling/scanning post in another System on Planet, Asteroid Belt, or Gas Giant. 1 Command Point/Turn while in transit Transport => Holds 4 Marines always equipped with the latest weapons and armour, 1 Command Point/Turn Titan Construction => 5 Command Points/Turn Doom Star Construction => 6 Command Points/Turn Battle Pods => Most Ship Space requiring a higher Construction Cost Megafluxers => +25% Ship Space For every addition Command Point you do not have, you must pay 10 BC
Survival Pods => Allows leaders to survive if their Ship is destroyed, providing at least one Ship in the Fleet survives Advanced Damage Control => Repair a Ship completely after each battle, upgrades immediately acquired Automated Repair Unit => Repairs 20% Structure/Armour and Repairs 10% Internal Systems per Battle turn Energy Absorber => 25% of Damage diverted, and fired at Enemy next turn