Colonial |
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Loyalist Doctrine |
Diplomat |
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Rebel Doctrine |
Hardliner |
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Fleet Shipyards (Combat) |
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Fleet Designs |
Defender Gunstar Missiles |
Tier 1 |
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Grants the Defender Gunstar a secondary missile attack. |
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Disruptor Missiles |
Tier 2 |
Defender Gunstar Missiles |
Grants Disruptor Warheads ability to the Defender Gunstar, which allows them to disrupt Nuclear Reactors and Antimatter Reserves. |
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Defender Pursuit |
Tier 4 |
Disruptor Missiles |
Grants the Pursuit ability to Defender Gunstars, allowing them to rapidly accelerate in order to quickly close the distance to their targets |
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Alberio Gunstar Schematics |
Tier 3 |
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Grants access to Alberio Gunstars - lightly armored frigates equipped with powerful long range missiles and limited Viper support. |
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Tiger Gunstar Schematics |
Tier 5 |
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Grants access to Tiger Gunstars - support cruisers that can support and supply the attacks of the Battlestar Group. |
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Supply Penetrating Warheads |
Tier 6 |
Tiger Gunstar Schematics |
Grants Supply Penetrating Warheads ability to Tiger Gunstars, which allows them to supply nearby Gunstars and Battlestars with armor reducing attacks. |
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Vigilant Skirmishtar Schematics |
Tier 1 |
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Grants access to Vigilant Skirmishtars - large frigates authorized to bombard enemy planets with class D nuclear warheads. |
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High Yield Warheads |
Tier 3 |
Vigilant Skirmishtar Schematics |
Grants High Yield Warheads ability to Vigilant Skirmishtars, which causes planets they bombard to have reduced planet health and population growth for a period of time. |
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Berzerk Escortstar |
Tier 3 |
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Grants access to Berzerk Escortstars - light frigates with many rapid firing point defense batteries for area defense against strikecraft. |
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Asgard Battlestar Schematics |
Tier 5 |
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Grants access to Asgard Battlestars - heavily armored battlestars equipped with punishing close range weapons capable of supporting any Battlestar Group. |
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Flak Shells |
Tier 6 |
Asgard Battlestar Schematics |
Grants Flak Shells ability to Asgard Battlestars - which allows flak shells to be continuously suppled to all Asgard Battlestars. |
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Sentinal Gunstar |
Tier 2 |
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Grants access to Sentinal Gunstars - support cruisers able to manufacture and field squads of Vipers and Raptors. |
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Expanded Flight Pods |
Tier 4 |
Sentinal Gunstar |
Improvements in training and supply allows an additional viper or raptor to be added to each squad. |
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Moebius Flattop Enlistment |
Tier 3 |
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Grants access to Moebius Flattops - civilian cruiser equipped with repair teams, demolition teams and capable of supply Explosive Rounds to nearby Gunstars and Battlestars. |
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Demolition Teams |
Tier 4 |
Moebius Flattop Enlistment |
Grants Demolition Teams ability to Moebius Flattops, allowing them to cripple and damage enemy frigates. |
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Supply Incendiary Rounds |
Tier 6 |
Demolition Teams |
Grants Supply HEAIP Rounds ability to Moebius Flattops - which allows them to supply nearby Gunstars and Battlestars with splash damage attacks. |
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Titan Factory |
Tier 1-4 |
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Corvette |
Tier 1 |
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Batteries and Missiles |
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Light HE Rounds |
Tier 2 |
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New high explosive rounds contain an explosive charge that detonates on impact, further increasing the damage of all Point Defense weapons |
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Light HESC Rounds |
Tier 3 |
HE Rounds |
New high explosive shaped charge rounds specifically constructed to focus the force of their detonation, further increasing the damage of all Point Defense weapons |
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Light HEAIP Rounds |
Tier 5 |
HESC Rounds |
An Advanced multi-purpose ammunition, high explosive incendiary armor, further increasing the damage of all Point Defense weapons |
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HE Warheads |
Tier 3 |
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High explosive warheads contain an explosive charge that triggers when the missile comes within range of the target, increasing the damage of all missile weapons |
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CR Warheads |
Tier 4 |
HE Warheads |
An improved version of the Standard HE Payload. Continuous rod warheads contain an explosive charge wrapped in a cylinder of hardened bars welded together at each end, increasing the damage of all missile weapons |
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EFP Warheads |
Tier 5 |
CR Warheads |
Based on an advancement of shaped charge technology, explosively formed penetrator warheads focus their detonation against a tantalum disk, deforming it into a dense "slug" of hyper-velocity metal that slams into the target with massive force and can rip through the thickest armor, increasing the damage of all missile weapons |
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Tactical Nuclear Warheads |
Tier 7 |
EFP Warheads |
This light tactical version is the smallest nuclear warhead in general use but is still capable of crippling a larger ship or destroying strike craft outright, increasing the damage of all missile weapons |
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Main Battery HE Rounds |
Tier 3 |
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New larger high explosive rounds contain an explosive charge that detonates on impact, further increasing the damage of all Main Batteries |
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Main Battery HESC Rounds |
Tier 5 |
Main Battery HE Rounds |
New larger high explosive shaped charge rounds specifically constructed to focus the force of their detonation, further increasing the damage of all Main Batteries |
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Main Battery HEAIP Rounds |
Tier 7 |
Main Battery HESC Rounds |
An Advanced multi-purpose ammunition, high explosive incendiary armor for main batteries, further increasing the damage of all Main Batteries |
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Nuclear Bombardment |
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BombingPopulationKilledAsDamageDealerAdjustment |
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Nuclear Bombardment |
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WeaponRateOfFireAdjustmentWhenInGravityWellBeingBombed |
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Enhanced Targetting |
Tier 8 |
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CapitalShipWeaponTargetPerBankAdjustment |
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Reinforcements |
Nuclear Reactor |
Tier 3 |
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Increases the size and regeneration rate of the nuclear reactor systems of ships and structures. |
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Improved Nuclear Reactor |
Tier 5 |
Nuclear Reactor |
Further increases the size and regeneration rate of the nuclear reactor systems of ships and structures. |
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System Redundancy |
Tier 1 |
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Improvements in system redundancies increase the relative hull strength of ships by allowing damaged systems to be more easily bypassed. |
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Hull Plating |
Tier 2 |
System Redundancy |
Additional reinforcing of key bulkheads further increases the maximum hull points and passive repair rate of all hulls. |
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Damage Control |
Tier 4 |
Hull Plating |
Damage Response Team training is greatly improved, firther increasing the maximum hull points and passive repair rate of all hulls. |
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Basic Ribbed Armor |
Tier 2 |
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Improvements in this armor design increases the armor strength of ships and orbital structures. |
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Improved Smooth Armor |
Tier 4 |
Basic Ribbed Armor |
Improvements in this armor design further increases the armor strength of ships and orbital structures. |
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Basic Radiation Shielding |
Tier 6 |
Improved Smooth Armor |
Basic improvements in radiation shielding further increases the armor strength of ships and orbital structures. |
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Improved Radiation Shielding |
Tier 8 |
Basic Radiation Shielding |
Advanced improvemetns in raditation shielding help keep key systems online even further increasing the armor strength of ships and orbital structures. |
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Improved Point Defense |
Tier 3 |
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Increases automated point defense systems on all ships, decreasing the amount of damage capable of reaching a ships hull |
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Superior Point Defense |
Tier 4 |
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Increases automated point defense systems on all ships, decreasing the amount of damage capable of reaching a ships hull |
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Synchronized Point Defense |
Tier 5 |
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Increases automated point defense systems on all ships, decreasing the amount of damage capable of reaching a ships hull |
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Sub-light Maneuvering |
Tier 3 |
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Increases the turn rate of capital class Battlestars and Titanstars, allowing them to bring weapons to bear more quickly. |
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FTL Calculations |
Tier 5 |
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New algorightms for plotting FTL jump coordinates decrease the time required for ships to prepare for FTL travel. |
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FTL Stabilization |
Tier 6 |
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Your ships become resistant to the effects of jump destabilization generated by enemy starbases. |
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CIC (Defense) |
Colonial Ordinance |
Tier 2 |
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Colonial civilian forces temporarily support and supply ships within the gravity well, bolstering weapon damage within friendly territory. |
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Colonial Armor |
Tier 4 |
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Colonial civilian forces temporarily support and supply ships within the gravity well, bolstering armor within friendly territory. |
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Tactical Reinforcement |
Tier 3 |
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TacticalStructureArmorAdjustment, TacticalStructureHullPointsMaxAdjustment, TacticalStructureWeaponDamageAdjustment |
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Improved Tactical Reinforcement |
Tier 4 |
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TacticalStructureArmorAdjustment, TacticalStructureHullPointsMaxAdjustment, TacticalStructureWeaponDamageAdjustment |
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Asklepius Design |
Tier 3 |
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Grants access to Asklepius Heavy Constructors - deep space construction ships able to deploy Ragnarok class starbases |
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Deep Space Trade |
Tier 4 |
Asklepius Design |
Grants Ragnarok class starbases access to basic Trade Facilities upgrades, allowing trade ships to dock between trade ports |
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Auxilary Command |
Tier 3 |
Asklepius Design |
Grants Ragnarok class starbases access to Auxilary Command Information Centers, which prevents the loss of control of it's gravity well's planet through bombardment and denies its colonization by hostile empires. |
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Resupply |
Tier 4 |
Asklepius Design |
Grants Ragnarok class starbases access to Resupply upgrades, allowing them to repair and increase weapon cooldown of nearby friendly forces. |
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Factory |
Tier 5 |
Resupply |
Grants Ragnarok class starbases access to Construction Bay upgrades, allowing them to build frigates and cruisers. |
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Jump Disruption |
Tier 2 |
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Grants access to Jump Inhibitor structure, which can slow the jump calculations of enemy ships leaving your planet. |
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Ragnarok Armor |
Tier 6 |
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Adds additional hull plating, granting Ragnarok starbases increased hull strength and armor |
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Viper Support |
Tier 7 |
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Adds additional wings of Viper support to all Ragnarok class starbases. |
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Ragnarok Mobilization |
Tier 8 |
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Adds FTL engines to the Ragnarok starbase, giving it the ability to perform a FTL jump to adjacent gravity wells. |
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Hangar |
Tier 1 |
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Grants access to the Hangar Defense structure, which can garrison Viper and Raptor squadrons to defend the planet. |
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Viper Training |
Tier 2 |
Hangar |
Grants Viper Training ability to Hangars, which upgrades the combat affectiveness of all Viper and Raptor squads in that hangar. |
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Fleet Academy Training Group |
Tier 3 |
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New instructional techniques are developed, allowing novice capital ship crews to reach higher levels of experience through training. |
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Fleet Experience |
Tier 4 |
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ExperienceAwardedAdjustmentWhenInFriendlyGravityWell |
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Colonies (NonCombat) |
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Trade Unions |
Salvage Wreckage Recovery |
Tier 1 |
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Resources from newly destroyed capital ships and planet structures are automatically collected by your nearby capital ships. |
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Orbital Refinery |
Tier 2 |
Refinery |
Grants access to the Orbital Refinery structure, which will dispatch cargo ships to gather refinable resources from extractors in nearby planetary systems. |
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Metal Extraction |
Tier 3 |
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Metal Extraction |
Tier 4 |
Metal Extraction |
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Tylium Extraction |
Tier 2 |
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Improved sorting techniques allow unrefined tylium from crystals to be graded more quickly, improving the rate of income from crystal extractors. |
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Tylium Extraction |
Tier 3 |
Tylium Extraction |
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Tylium Extraction |
Tier 5 |
Tylium Extraction |
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Trade Port |
Tier 2 |
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Grants access to the Trade Port structure, allowing increased credit income through trade traffic between planets with trade ports. |
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Population Growth |
Tier 3 |
Trade Port |
Grants Population Growth ability to Trade Ports, allowing population of nearby planets to grow at an increased rate. |
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Huge Cargo Holds |
Tier 4 |
Trade Port,Refinery |
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Immense Cargo Holds |
Tier 6 |
Cargo Upgrade |
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Union Labor Agreement |
Tier 2 |
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New agreements with Colonial Unions allow structure construction projects to proceed more quickly |
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Supplier Contracts |
Tier 3 |
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New agreements with Suppliers reduce the purchase cost of trade ports and refineries. |
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Religion |
Temple of the Gods |
Tier 2 |
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Grants access to the Temple structure, allowing your culture to spread to nearby planets |
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Afterlife |
Tier 2 |
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The teachings of the Afterlife from the Sacred Scrolls begins to spread, increasing the rate at which your empire spreads culture |
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The Path of Olympus |
Tier 4 |
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The Path of Olympus is taught to nearby systems, increasing the rate at which you empire spreads culture |
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The Cycle of Time |
Tier 5 |
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The Cycle of Time is understand, further increasing the rate at which you empire culture spreads. |
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Sanctity of Life |
Tier 7 |
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The Sanctity of Life becomes predominant in your system, reducing the amount of lost when your empire's culture spreads through a planet. |
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Increased Trade |
Tier 3 |
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Grants the Increased Trade ability to Temples, which increases the rate at which income is derived from nearby trade ports. |
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Revelations |
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CultureModuleCostAdjustment |
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Blood on the Scales |
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ApplyBuffToAllOwnedShipsWhenOwnedPlanetFalls |
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Resistance |
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ApplyBuffToOwnedPlanetAfterLastEnemyShipLeavesOrDies |
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Colonization |
Improved Colonization |
Tier 1 |
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ApplyBuffToPlanetAfterColonization |
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Advanced Colonization |
Tier 2 |
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Scortched Earth Policy |
Tier 6 |
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Colonial Taxation |
Tier 4 |
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CapitalShipTaxIncome |
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Volcanic Colonization |
Tier 2 |
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Improved Volcanic Colonies |
Tier 5 |
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Ice Colonization |
Tier 2 |
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Improved Ice Colonies |
Tier 4 |
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Gas Colonization |
Tier 5 |
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Quorom of Twelve (Diplomacy) |
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Colonial One Envoy |
Tier 1 |
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A Measure of Salvation |
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Enhances the preception of friendly systems causing culture to automatically spread from the planet. |
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The Oath |
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Gives Credits to the player the envoy orbits |
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The Ties that Bind |
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Sends Rapid Response Teams to damage orbital structures |
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Normal diplomacy stuffs |
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Colonial Fleet |
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BSG-01 BSG-09 BSG-10 BSG-30 BSG 39 BSG 41 BSG 62 BSG 75 |
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Capital Supply |
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Lieutenant Junior Grade Lieutenant Captain Major Colonel Comander Rear Admiral Admiral |
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Fleet Supply |
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Diplomat Doctrine |
Tier 1 |
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Unlocks Jupiter |
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Hardliner Doctrine |
Tier 2 |
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Unlocks Cetus |