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    Unit/Structure/Research FAQ by coderedd11

    Version: 0.95 | Updated: 04/05/08 | Search Guide | Bookmark Guide

    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.

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