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    FAQ/Walkthrough by Warfreak

    Version: 0.8 | Updated: 05/22/09 | Search Guide | Bookmark Guide

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    Author: Warfreak
    Version: 0.8
    Date Started: 22/4/09
    
    NOTE: This Guide will Contain Spoilers. YOU HAVE BEEN WARNED!
    
    REMEMBER, IF YOU LIKE THIS GUIDE, RECOMMEND IT TO OTHER USERS USING THE LINK
    ABOVE. 
    
    *~~~~~~~~~~~Watch In Awe, Watch In Awe, Aeria Gloris, Aeria Gloris~~~~~~~~~~~*
    
    Warfreak's Top Tip: Use Ctrl+F to quickly navigate this guide.
    
    Table of Contents
     1 Introduction
        [1.01] Introduction
        [1.02] Version History
    
     2 Space Travel
        [2.01] Understanding the Concepts
    
     3 Planets
        [3.01] Planet Types
        [3.02] Planet Bonuses and Artifacts
        [3.03] Planet Construction
    
     4 Units
        [4.01] Strike Craft
        [4.02] Frigates
        [4.03] Cruisers
        [4.04] Capital Ships
        [4.05] Other Craft
    
     5 Research - TEC Civilian Tree
        [5.01] Industry
        [5.02] Engineering
        [5.03] Policy
    
     6 Research - TEC Military Tree
        [6.01] Structural Systems
        [6.02] Ballistics and Rocketry
        [6.03] Experimental Design
    
     7 Research - Advent Harmony Tree
        [7.01] PsiTech
        [7.02] Perception
        [7.03] Materialism
    
     8 Research - Advent Hostility Tree
        [8.01] Energy
        [8.02] Ascension
        [8.03] Substance
    
     9 Research - Vasari Empire Tree
        [9.01] Nanotechnology
        [9.02] Phase Mastery
        [9.03] Oppression
    
     10 Research - Vasari Warfare Tree
        [10.01] Prototypes
        [10.02] Assault
        [10.03] Support
    
     11 Buildings
        [11.01] Logistic Structures
        [11.02] Tactical Structures
    
     12 Building an Empire
        [12.01] Conquering New Planets
        [12.02] Maintaining an Empire
        [12.03] Building an Unstoppable Fleet
        [12.04] The Endgame
    
    [A] Contact Information
    [B] Credits
    [C] Webmaster Information
    [D] Copyright Notice
    
    *~~~~~~~~~~~~~~~~~~~~~~~Now, Let the Guide Begin (o.0)~~~~~~~~~~~~~~~~~~~~~~~*
    [1.01] Introduction
    
    A great strategy game produced by Ironclad Games, dealing with 4X, real
    time strategy in space. A delicate balance of military power, trade and 
    diplomacy holds the three different races in tact, though any single action
    can ruin that and descend into a galactic war. 
    
    That is the basic jist of Sins of a Solar Empire. This is my 50th guide, and
    that is a lot of guides. Lets make this a memorable on. The ASCII is of the 
    TEC officer if you cannot tell. It was a hard picture to play with. The 
    reason being that there were no other good pictures to play with that would
    give a decent photo and most were lacking decent resolution. This was the only
    good picture I could use.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [1.02] Version History
    
    Version 0.0 [22/4/09]
    Starting the template. 
    
    Version 0.1 [23/4/09]
    Getting a move on. 
    
    Version 0.2 [25/4/09]
    Completed Section 3, completed Strike Craft and Other Craft, finished TEC
    frigates. Still plenty to go on.
    
    Version 0.3 [26/4/09]
    This is a big day for FAQing, nearly 90kb added to the guide, and that is a
    hell of a lot of typing. I hope my fingers aren't going to get RSI for this. 
    
    Version 0.4 [7/5/09]
    There is a lot on my plate right now, so updates are sparse. I really would
    like to write more, but there is too much else to do. Anyway, finished the 
    section on the TEC civilian tree. 
    
    Version 0.5 [11/5/09]
    Completed the TEC research tree. 
    
    Version 0.6 [17/5/09]
    Completed the Advent research tree. 
    
    Version 0.7 [21/5/09]
    Completed the Vasari Tree, and the buildings. Only the Strategies to go. 
    
    Version 0.8 [22/5/09]
    Okay, completed another guide, all is set and done. Funnily enough, it is 
    completed exactly one month after the start of this guide. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [2.01] Understanding the Concepts
    
    Basically, Sins of a Solar Empire is outside the realm of normal RTS games,
    you don't have your normal infantry and tanks, this takes place in space, and
    as such, makes things a little more complicated. 
    
    --==Resources==--
    
    There are 5 different resources that you want. Three are directly obtained
    and two are done though other means.
    
    The three collectable resources are credits, metal and crystal. Credits is the
    basic money resource, you need it to purchase many upgrades, buildings, 
    ships, everything involves credits. You get credits from two sources, mainly
    from taxing your population and from trading. 
    
    Metal is the next resource, and they are found in asteroids. They are mainly
    found in many planets, and they are quite a common resource. They are needed
    in almost everything, bar some research choices which do not require metal,
    but if you are going to build structures or capital ships, they are quite
    valuable. 
    
    Crystal is the final collectable resource, and they are the rarest of the
    three collectable resources. These are needed in everything, and because
    they are few in terms of availability, these are going to be extremely 
    important late in the game where you are going to need a large fleet and for
    a large fleet, you need a hell of a lot of crystals. Do not be surprised
    if you have a large source of crystals and people come along and target 
    well. 
    
    The next two resources aren't collectable, but they are researched. The
    first is capital ship crews. You cannot have, like in Starcraft, unlimited
    Battlecruisers, population cap not pertaining. You can only support a 
    limited amount of capital ships because you need to train their crews. The
    more crews you research, the more capital ships you can staff. 1 Crew staffs
    a single ship. 
    
    The final resource is fleet supply. This is the population cap of sorts. The
    maximum fleet you can support is determined by the amount of fleet supply 
    that you have. The larger the supply, the larger the fleet that you can 
    support. Obviously, smaller ships such as frigates require little in terms
    of supplies, capital ships suck up supplies quite quickly. 
    
    The key concept is understanding these resources and balancing them rather
    well. You might have an unstoppable fleet, but if you have no more resources,
    a quick strike on your home planet and destruction of a few key planets will
    cripple you and your fleet is screwed. 
    
    --==Space Concepts==--
    
    There are several terms you need to be familar with if you wish to understand
    this guide. The first are gravity wells. Basically, gravity wells is where you
    place your structures, it is where a planet can use its gravitational pull to
    keep things in orbit. However, the larger the well, the more space the enemy
    has to cover to attack. However, that also means that you have a larger space
    to protect from the enemy.
    
    Phase lanes are the lines of travel. A phase lane connects two planets 
    together and you need these lanes in order for your ships to travel between
    with their hyperdrive. This is why many players will heavily fortify their
    phase lanes, the enemy will come from these lanes. The longer the phase lane,
    it is evident it takes longer to travel.
    
    Culture is another key concept. Culture will increase the allegiance of
    planets under your control, and that makes them more loyal to you. It will
    also be used to push away enemy culture. Why is it important? If culture
    infiltrates enemy planets, it will decrease their allegiance to their own
    empire and start to turn neutral, and that forces them to revolt again their
    owners, which is quite painful. Therefore, it is necessary for your planets
    near the borders of your empire to be culturally powerful, in order to push
    away enemy culture and force the enemy to buckle under pressure. 
    
    And that about sums it up for concepts, now you need to apply the concepts
    into the game and win. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [3.01] Planet Types
    
    There are many planet types, and I'll list all of them here, as well as 
    items such as asteroids and other interesting items, such as wormholes and 
    gas giants. 
    
    --==Colonizable Planets==--
    
    Asteroids
    
    The most basic in terms of planets, asteroids are quite useless. They support
    a very low population, but they often contain a large number of rocks that
    you can mine and exploit. They have little logistic and tactical slots, so 
    they do not make good buffer planets from an enemy attack. Buffer planet means
    that it is a planet that will delay an enemy attack force, but more on that
    in section 3.03. You can find bonuses on such asteroids and occasionally,
    artifacts, but only rarely. 
    
    
    Dead Asteroid
    
    These are the buffer asteroids, they are not good for mining, and they have
    no logistical capacity, which makes money making a hard task. However, if you
    have one of these on the borders, be glad to know that this is useful for 
    buffers. It has a high tactical value and as such, you can have plenty of
    self defence platforms ready to fire and repair platforms to repair your
    damaged fleets.
    
    
    Desert
    
    These are the ultimate in terms of buffet planets. These support a large
    population, they onlt lose to terran planets. They often have asteroids that
    can be mined and as such, with large logistical and tactical capacity, it is
    useful as a key planet and a buffer. With the ability for economic and 
    tactical functions, these are key to your empire. They also have a fair 
    amount of bonuses and artifacts. 
    
    
    Ice
    
    Icy planets are extremely important to your empire, not for their average
    logistical and tactical ability, but for their asteroids, which will always
    be crystal. These are going to be the battlegrounds late in the game as 
    players try to secure large crystal deposits. With bonuses and artifacts, 
    these can truly be something to fight over, and with decent population, a 
    cornerstone to any empire.
    
    
    Terran
    
    If you need money, these are the key. You want your capitals on these planets
    because these are basically earth-like planets. These are capable of 
    supporting life, and in the game, the planet that can support the most life.
    They have large tactical and logistical capacities, and as such, these are
    on your hit list to capture. They have a balanced mix of crystal and metal
    asteroids. Make sure you protect these down to the last ship. Ships can be
    rebuilt, but not planets. You will find artifacts here, but it is hard to
    find bonuses.
    
    
    Volcanic
    
    These are interesting planets, they do not support a large amount of life
    and average logistical and tactical slots. They do however, have metal
    asteroids, they always have metal asteroids. They do have bonuses and
    artifacts available, but these aren't planets that you absolutely need to
    go after. However, metal does go at a decent price on the black market. 
    
    
    --==Uncolonizable Planets==--
    
    There are many places that you cannot take over as your own, and these can
    turn the side of the game. However, these are still strategically important
    places, and these places will determine what happens in your empire. Most
    of the uncolonizable planets have special abilities that can be rather 
    important in your game.
    
    Asteroid Belt
    
    Ability = Erratic Debris (Chance to hit target -20%)
    
    The Asteroid Belt makes it harder for you to his your target, you will have
    a decreased chance of 20% to hit your target. This is strategically useful
    if you are retreating from a superior fleet, but this is rather annoying if
    you are the superior force attacking the retreating fleet. This is a double
    edged sword of sorts. 
    
    
    Gas Giant
    
    Ability = Unstable Gas Pockets (Damages nearby ships near explosion)
    
    This is basically where you destroy a ship, the gas pockets in the gravity
    well of the gas giant will explode near the ship that went BOOM! and it
    will deal splash damage against nearby ships. Of course, if you want to
    ambush a fleet, this is best done with a powerful force near a phase lane.
    With capital ships, destroy incoming ships near the phase lane and if 
    any other ships come in, that will take a nice hit as well. 
    
    The reason you want to use capital ships for these gas giants is that they
    are hard to destroy and explode, and as such, they are ideal for setting
    ambushes. Also, frigates are no nos to send in, think about it, you have
    three capital ships on the other side, it is a no brainer who is going to
    win.
    
    
    Magnetic Cloud
    
    Ability = Magnetic Cloud (Disables abilities)
    
    This is a place you would never want to drag your capital ships into for
    a fight. These disable abilities, and that makes it impossible to use your
    capital ships to their full capacity. This is a problem because you need
    to use your frigates and cruisers to clear out the area, with capital
    ships as rear support for a fight, however, that doesn't make capital ships
    useless. They are still powerful and won't go down without a fight.
    
    
    Pirate Base
    
    This is where the pirates amass their forces. This is going to be a hard 
    ask if you want to take over a pirate base, you need an exceptionally large
    force, you need at least 5 capital ships to survive without suffering a lot
    of losses. Those they do have a nice bonus though, that is rather nice. 
    
    
    Plasma Storm
    
    Ability = Plasma Storm (Disables strike craft)
    
    This is a problem for carrier type units. This means that all fighters and
    bombers will be useless, so this is useful for large fleets without the
    capacity to fight such fighters to move without interference. So if you have
    a large fleet with capital ships using fighters and bombers as defence, hope
    that you don't get ambushed here or you are in some serious trouble. If you
    are being followed by such a fleet, make sure you drag them here, even out
    the odds a little bit.
    
    
    Star
    
    Ability = Solar Radiation (Antimatter Regeneration +2.5 AM/sec, Jump Detection
                               Decreased) 
    
    This is a place where you jump to other stars. This is basically an area of 
    travel between two stars so if you have a decent sized map, you will be 
    needing to use them unless you use wormholes. With a large gravity well, it is
    hard to travel, though it is a nice place to ambush scout fleets. Also, when
    you research up your technology, you will be able to use the stars to jump
    from star system to star system. And with increased antimatter, it is a great
    place for capital ships to show why they are so expensive with a few, well,
    kills.
    
    
    Wormholes
    
    Ability = Travel (Travels to other wormholes)
    
    These are extremely dangerous places to be in, it will, when you have 
    researched, allow you to travel to another wormhole and pop up in another
    galaxy. That makes these extremely useful for sneak attacks against another
    empire. Therefore, if you have discovered a wormhole, you need exceptionally
    heavy defences at the gate of the phase lanes that connect the wormhole to 
    your planets. Do not be surprised if enemy ships lurk here, I've had to move
    a capital ship fleet of 5 ships from the frontline to deal with 3 enemy 
    fleets hanging around the wormhole. Of course, my capital ships won the day,
    but you seriously need to defend the exits of the wormhole. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [3.02] Planet Bonuses and Artifacts
    
    There are two things that can be found on planets, that are bonuses and
    artifacts. Artifacts will effect the entire empire, provided that the planet
    containing the artifact remains under your control, whilst a bonus is planet
    specific, that is, it will only effect the planet it is found on. 
    
    If a planet, that contains an artifact, is taking over by another empire, that
    empire will gain control of that artifact. Because artifacts have extremely
    powerful, you want to make sure that you keep the artifacts under your 
    control.
    
    Now, you are wondering, all this talk about artifacts, how do I get them? 
    Well, bonuses are obtained when you explore the planet, and both the bonuses
    and artifacts will be obtained when you actually pay the cost for explorers 
    to roam the planet and check everything out. You can do this twice only. It is
    absolute luck that determines it, when you load a game, it does not determine
    where the artifacts are beforehand.
    
    
    --==Bonuses==--
    
    Dense Molten Core
    
    Effect = Gravity Well Radius +33%
    
    Of course, this effect isn't found, it will be evident when you reach the 
    planet. All it does is increase the gravity well, which increases the size 
    in which you can build, but that makes a lot more space to cover, and that
    is a problem, but hey, the enemy is slowed down a bit more.
    
    
    Entertainment Hub
    
    Effect = Cultural Spread Rate +1.0%
             Tax Income +1.0
    
    This is rather interesting, you want to hope that you have a desert or terran
    planet for this, to take advantage of the tax income. For the cultural spread
    rate, you would want to build broadcast centres, which has a different name
    for each faction, to take advantage of the cultural spread. Great if you want
    to ruin the alligence for an enemy's planet. 
    
    
    Expert Agarian Society
    
    Effect = Trade Income +10%
    
    This benefit means that if you have a trade port, you can increase the trade
    income that you will get. Although this has more powerful versions, this is
    far better than nothing. If you have a large empire, this can result in a 
    fair amount of money. Every planet I own will contain a trade port, so make
    sure you do the same.
    
    
    Expert Crystal Miners
    
    Effect = Crystal Extraction Rate +50%
    
    This is one of the most important bonuses that you can get for your empire,
    given that crystal is one of the most important bonuses that you can obtain
    in the game. This will be exceptionally useful if you have crystal asteroids
    of course, and even better, this is on an Ice planet, where there are always
    four crystal asteroids.
    
    
    Expert Metal Miners
    
    Effect = Metal Extraction Rate +50%
    
    This is the same for crystal miners but it is effecting metal. This is far 
    less useful because metal is far easier to obtain than crystal. In come 
    cases, the amount of metal that I have on hand is more than the amount of
    credits. This is because the metal asteroids are everywhere.
    
    
    Habitable Cavern System
    
    Effect = Max Population +15
             Planet Health +500
    
    A nice bonus, given that you get more tax income and your planet gets more
    health, which is nice if you keep getting raided and bombarded. Of course,
    this is more useful on some planets than others, terran and desert planets
    won't notice the effect on population, but it would make that asteroid so
    much more useful for your empire. 
    
    
    High Security Protocol
    
    Effect = Tactical Slots +5
             Trade Income -20%
    
    Only useful if you are on the frontline of your empire or next to a wormhole,
    but losing on that trade income is quite severe. This is because if you are
    on the frontline and you have a trade agreement when said empire, you will
    lose a fair chunk of your credit income. However, nothing is wrong with 
    having a few extra defence platforms either. 
    
    
    Ionic Storms
    
    Effect = Max Population -20
             Trade Income +10%
    
    Only found on volcanic planets, this is a pretty bad effect. This is because
    that the tax money that you obtain from that 20 population will be bigger
    than that of the 10% increase in trade income. Make sure you have the trade
    income of trading ports used to minimise the effect of the population cap. 
    Even if you have tech that improves the population of volcanic planets, it
    is still a large tax drop. 
    
    
    Kalanite Deposits
    
    Effect = Trade Income +20%
    
    This is a very nice boost, you want to use this and build trade ports 
    everywhere in order to take advantage of this as much as you can. However,
    the effect below puts this to shame.
    
    
    Massive Pure Glaciers
    
    Effect = Trade Income +30%
    
    The massive boost in trade income means that whatever planet it is, you 
    want a good deal of trading ports here to make sure that you make as much
    money as possible. Of course, make sure this planet and the traders are 
    well defended, there is no point if you are trading in no where. 
    
    
    Mega Fauna
    
    Effect = Max Population -15
             Trade Income +25%
    
    This is only found on ice planets, and isn't as bad as the Ionic Storms that
    the volcanic planets have. This is because the population drop is far less
    and the trade income is far higher. This still won't even out the loss of 
    taxes but you aren't losing as much as the ionic storms will give you. Of
    course, build trade ports in order to take advantage of the increase in trade
    income. 
    
    
    Natural Thermal Lifts
    
    Effect = Structure Build Rate +25%
    
    This is only found on desert planets and is quite a useful bonus if you find
    it initially. This is bacause desert planets support a hell of a lot of 
    logistical and tactical slots and as such, you would have a lot of buildings
    here. This is even more useful if you use it as a buffer planet and you need
    to stop an enemy force, whilst they are fighting your existing defences, you
    can manage to build more defences further back, in order to stop their
    advance as well as giving you more buffer space between their force and 
    the planet. 
    
    
    Penal Colony
    
    Effect = Structure Build Cost -20%
             Structure Build Rate -30%
    
    A double edged sword, this makes all the buildings on your planet so much
    cheaper to build, which is important early on in the game, but this is quite
    annoying that you have to wait a fair bit longer. As such, this is more 
    useful in the early part of the game, given that you save resources, which 
    is scarce early on, but late in the game, this is useless given your vast
    amount of resources.
    
    
    Persistant Dust Storms
    
    Effect = Population Growth -25%
    
    This is quite an annoying "bonus" because this means that your tax income
    rises slowly. This is quite a harsh punishment if you find it on a desert
    or terran planet, given that they support a lot of life. As such, this
    would make you want to protect this planet more given that the population
    takes longer to recover from such a bombardment. 
    
    
    Pharmaceutical Flora
    
    Effect = Trade Income +20%
             Population Growth +20%
    
    This is only found on Terran planets, this is exceptionally useful so build
    a lot of trade ports in order to take full advantage of the benefit that 
    will increase trade income by such a big amount. With population growth 
    increasing at such a rate, this is useful for you as you need to wait less
    to get full tax income. Useful indeed. 
    
    
    Plundered Booty
    
    Effect = Tax Income +3.5
    
    This is only found on pirate bases, but there is a problem, this is the
    only money a pirate base will be making because there is no population
    support that a pirate base has. However, given that there is no planet
    on which the pirate base is on, you might as well capture the base for
    some money anyway. 
    
    
    Porous Core
    
    Effect = Gravity Well Radius -33%
    
    Of course, you don't need to explore to find this, but this is the 
    opposite of Dense Molten Core, and that means that there is less distance
    from the phase lane and your planet, which isn't all that nice, but that
    depends on the planet you find it on, if you find it on a frontline planet,
    I suggest that you move and conquer the next planet.
    
    
    Roiders Outpost
    
    Effect = Metal Extraction Rate +20%
             Extra Constructors +1
    
    This is only available on asteroids, but it is nice boost, given that it
    is increase the amount of metal that you make, which is always nice, but
    the extra constructor allows you to build more strucutres faster, which
    is exceptionally useful if you want to quickly use the resources of the
    asteroid, which often contains crystal asteroids. 
    
    
    Space Ponies!
    
    Effect = Space Ponies
    
    This serves no other purpose than to obtain the space ponies bonus that
    you will want to obtain if you want a 100% success rate of all the 
    achievements. Too bad that you can't use them in battle. 
    
    
    Spice Trade
    
    Effect = Cultural Spread Rate +5%
             Trade Income +10%
    
    This is only found on desert planets, but this is exceptionally useful
    given the large logistical slots that it contains, so building a broadcast
    centre as well as a trade port to take advantage of this bonus would not
    be such a big problem. Of course, protect your bonus well to stop it 
    falling into enemy hands.
    
    
    Tundra Farms
    
    Effect = Max Population +25
    
    Of course, you can guess that this is only on ice planets given the word
    tundra in its name, but this is rather useful, given that you can increase
    the amount of tax money that you can earn. You don't need to do anything
    else to reap the benefits.
    
    
    Weapons Test Facility
    
    Effect = Max Population -20
             Tactical Slots +8
    
    This is a fair drop in population, which is a problem on planets that cannot
    support a large planet, such as asteroids and volcanic planets, but if you
    are on the frontline, this is useful. Well, I was lucky to get this on a 
    volcanic planet since it was right next to the wormhole, which always needs
    a heavy guard. If you happen to be next to pirate bases or wormholes, or,
    depending on the map, the star, then this would be useful as a buffer. 
    
    
    --==Artifacts==--
    
    These you would want to protect at all costs, because these will effect not
    just the planet, but every single planet in your empire, and this makes
    these artifacts worth fighting over. When an artifact is discovered, all the
    empires will be aware of the location of the artifact, but not what type of
    artifact it is, and nor is the planet revealed. Protect these at all costs,
    hold nothing back to defend these planets, and even if you need to recall
    capital ships, recall them.
    
    Data Archive
    
    Effect = Research Cost Decrease -25%
    
    One of the most useful artifacts, this is exceptionally important, and it 
    would be even more useful if you get it early on in the game, but still,
    this will decrease the cost of all technologies by 25% for all costs, credits,
    metal and crystal. This can lead to massive savings in the end, and means
    you can get your superweapon a lot easier. Of course, it is useless in large 
    maps where you have completed all the technologies, but look on the bright
    side, denying the enemy of it isn't such a bad thing either. 
    
    
    Jump Drive Relic
    
    Effect = Between Star Phase Jump Speed +50%
    
    Only useful on maps where you have more than one star, at least two stars so
    you can travel between stars, this is extremely useful on large maps where 
    you need to move to the next star system given that it takes a VERY LONG
    time to travel between stars, and that is just for scout ships, it takes an
    era for your capital ships to move in and crush the enemy. Make sure you take
    good care of it in larger maps.
    
    
    Jump Field Generator
    
    Effect = Phase Jump Antimatter Cost -30%
    
    An exceptional artifact for capital ships and colony ships, because travelling
    from one planet to another using phase lanes costs antimatter, this will put
    your capital ship's ability back in service quickly. This is important because
    the best thing about the capital ship is their powerful abilities. Also, the
    reason for the mention for colony ships is that they often need to jump a few
    planets to get to the place you want to take over, and by then, you often need
    to wait for all the antimatter to build up to colonise the planet.
    
    
    Kinetic Intensifier
    
    Effect = Damage Increase +12%
    
    If you are heading into battle, this is one you would want, this will increase
    the damage of all of your empire's forces by 12%, which is a fair amount of
    damage on a large battle. As you get more and more powerful weapons from your
    technology research, this will be increased as well, and you would want to
    protect this artifact at all costs. Make sure that you put it to good use, and
    remember, the faster you take down the enemy, the less damage your ships will
    take.
    
    
    Manifest Domination
    
    Effect = Culture Spread Rate +25%
             Culture Resistance +10%
    
    If you have this, you can start culture wars, where you dominate another 
    planet using culture. Build more and more broadcast stations so you can
    increase the rate in which your culture takes over the galaxy. This makes your
    culture spread a lot faster, and it will fight back stronger against enemy
    culture, which seeks to weaken the alligence of your planets towards you.
    
    
    Phase Accelerator
    
    Effect = In-System Phase Jump Speed +50%
    
    Probably one of the most useful artifacts for all players, this is because
    it will increase the speed in which your ships move through phase lanes by
    50%, and that basically makes them a hell of a lot faster between A and B.
    This is useful because capital ships take a hell of a long time to move 
    between A and B, and they need all the help they can get, especially if you
    need to move them from the frontlines in order to counter an enemy attack
    on your own planets. The bigger your empire, the better this artifact is for
    you as you reinforce your planets. 
    
    
    Power Core Relic
    
    Effect = Antimatter Regeneration +10%
    
    This is only useful if you have a fair amount of capital ships that you use
    in battle, given that Antimatter costs are high and you need more of it in 
    order to use the abilities of your capital ships. Your capital ships can
    let loose their abilities more often as they are not as heavily effected in
    terms of antimatter. Colony ships also benefit as their antimatter costs to
    take over an enemy planet goes down. 
    
    
    Relatavistic Factories
    
    Effect = Ship Build Rate +25%
    
    This is only useful when you are actually building a fleet, whether it is a
    capital ship to explore (I usually don't send my scout ships, they always get
    ambushed, but a capital ship can hold its own), or building a quick defence
    fleet to defend and intercept an incoming fleet, which is useful if you have
    the technology that informs you that an enemy fleet is moving into your 
    systems. Not as useful if you aren't building a fleet.
    
    
    Resilient Metaloids
    
    Effect = Hull Repair Rate +25%
    
    This is an exceptionally good artifact for all ships, frigates, cruisers,
    capital ships and strike crafts. This is useful because when you send in a 
    capital ship to clear a system of the natives, you will often be facing a
    fair amount of frigates and cruisers, and you need to make sure your capital
    ship survives. This will help that, and it will reduce the need for repair
    platforms, and once those techs kick in, you will reaping the effect of a 
    very powerful fleet. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [3.03] Planet Construction
    
    There are upgrades for each planet, and this list will be a general list, 
    rather than a specific list because I personally can't be bothered to see
    how many upgrades that each planet could sustain, and that just makes this
    guide bigger for absolutely no good reason, and that is pointless typing on
    my behalf.
    
    Anyway, these are all built on your planet, and no where else.
    
    Civilian Infrastructure
    
    Level 1 = 450 Credits, 150 Metal, 75 Crystals
    Level 2 = 550 Credits, 175 Metal, 125 Crystals
    Level 3 = 650 Credits, 200 Metal, 175 Crystals
    Level 4 = 750 Credits, 225 Metal, 225 Crystals
    
    This is needed as it removes the underdevelopment penalty when you first
    colonise a planet, which effectively makes you lose money. It also increases
    the amount of population that your planet can sustain, which in some cases,
    on desert and terran planets, is a lot, and also, increases the rate in
    which your population grows.
    
    
    Emergency Facilities
    
    Level 1 = 450 Credits, 150 Metal, 75 Crystals
    Level 2 = 550 Credits, 175 Metal, 125 Crystals
    Level 3 = 650 Credits, 200 Metal, 175 Crystals
    
    This will increase the health of your planet, and it will make it harder to
    decrease the population from enemy bombardment. The more health your planet
    has, the longer it will take for the enemy to take over control of the planet
    using force.
    
    
    Explore Planet
    
    Level 1 = 450 Credits, 150 Metal, 75 Crystals
    Level 2 = 550 Credits, 175 Metal, 125 Crystals
    
    This is where you send out explorers to see if there are any rare artifacts
    or bonuses that are lurking on your planet. Most of the time, it will be a 
    failure, but on those rare occasions, you might use end up with a powerful
    artifact.
    
    
    Change Capital
    
    Level 1 = 2000 Credits, 300 Metal, 200 Crystals
    
    This moves the capital of your empire to a new location, and there is an 
    actual good reason for this, because as your empire expands, the further
    away your planets are, the lower the allegence maximum that your planets
    will have, and that decreases the maximum tax income and maximum metal and
    crystal gathering rate, which is quite a lot, depending on the number of 
    jumps.
    
    
    Logistics Capacity
    
    Level 1 = 450 Credits, 150 Metal, 75 Crystals
    Level 2 = 550 Credits, 175 Metal, 125 Crystals
    Level 3 = 650 Credits, 200 Metal, 175 Crystals
    
    This increases the overall number of logistical slots up, and that means
    that you can support more and more logistical structures such as the
    research labs, the trade ports, refineries and broadcast stations. This
    is one of the ones that you want to max out when you declare a planet is
    complete.
    
    
    Tactical Capacity
    
    Level 1 = 450 Credits, 150 Metal, 75 Crystals
    Level 2 = 550 Credits, 175 Metal, 125 Crystals
    Level 3 = 650 Credits, 200 Metal, 175 Crystals
    
    This is the same as the one above, but instead of the logistical slots,
    you will increase the number of tactical slots that you have, and that
    means that you can place more defence platforms, hangars, or even your
    faction's superweapon with all that extra space. Tactical Capacity is
    important if you want defences against your enemy. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.01] Strike Craft
    
    There are two types of strike craft. Think of this in terms of space fighting
    games like Freelancer, which is probably one of the best games in terms of 
    space based action games. While there are frigates (in terms of gunships) 
    and capital ships, there are fighter craft, and a hell of a lot. This is 
    where fighters come out to play. 
    
    There are two versions of strike craft, fighters and bombers. Fighters are
    good at intercepting and countering other fighters and bombers, while
    bombers are there to attack frigates ships and above. 
    
    There are two methods of getting strike craft, they either have to be 
    stationed near a planet with a hangar, or they are based off a carrier craft
    and used in military operations. Because of that, they don't really cost
    anything, all you need is the carrier or the hangar, though they are not 
    built automatically, you need to choose which one you want.
    
    Fighters
    
    Faction       = All
    Cost          = Nil
    Health        = 60
    Shields       = 0
    Antimatter    = 0
    Armour        = 1
    Weapon Damage = Autocannon (2) 
    Supply Needed = 0
    Good Against  = Strike Craft
    Weak Against  = Strike Craft, Flak Attacks
    Researchables = Nil
    
    --==Abilities==--
    
    None
    
    These come in packs of 6, and they do very little damage, but against enemy
    fighters and bombers, they actually do some work. These are only good if
    you are planning to defend against enemy carriers and block out enemy 
    fighters, or as fleet defence for a forward fleet. They will not be putting
    up much of a fight against larger ships, such as frigates, cruisers and the
    capital ships, but they are fast and nearly impossible to hit.
    
    
    Bombers
    
    Faction       = All
    Cost          = Nil
    Health        = 100
    Shields       = 0
    Antimatter    = 0
    Armour        = 2
    Weapon Damage = Missile (3)
    Supply Needed = 0
    Good Against  = Frigates, Structures, Cruisers, Capital Ships
    Weak Against  = Strike Craft, Flak Attacks
    Researchables = Nil
    
    --==Abilities==--
    
    None
    
    Bombers are groups of 5 fighters that are heavily armed with missiles that
    can dish out a hell of a lot of damage against structures and frigates and
    demolish them with ease if used on groups. A pack of 10 from a carrier fleet
    is more than enough to take out an entire system with enough support. They can
    take on Cruisers and Capital Ships and provides a fair punishment, provided
    that they have the support of a proper fleet to dish out the damage. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.02] Frigates
    
    Frigates are the grunts of your fleet, they are the basic support that any
    fleet would require. Frigates are the basic support of the fleet, they can
    attack, they can defend, they can explore, colonise and basically, everything
    that you would need. However, they are not exceptionally powerful, and even
    though they have some nice abilities, do not except to win a war with them.
    
    Put it this way, you may have a lot of frigates, but a small amount of capital
    ships can knock a fleet of frigates on its head. You want to make sure that
    you have a varied fleet. Remember, a capital ship may be big and strong, but
    that doesn't make it invulnerable to damage. 
    
    				--==TEC==--
    
    
    Arcova Scout Frigate
    
    Faction       = TEC
    Cost          = 200 Credits
    Health        = 450
    Shields       = 175
    Antimatter    = 0
    Armour        = 1
    Weapon Damage = Laser (3)
    Supply Needed = 2
    Good Against  = None
    Weak Against  = Everything
    Researchables = Timed Explosives, Failsafe Jump Plotting, Sensor Drones,
                    Failsafe Jump Plotting
    
    --==Abilities==--
    
    Explore
    
    Antimatter Cost = 0
    Cooldown (secs) = 0
    Range           = 0
    Duration (secs) = 0
    
    This is where the scout frigate will move around and explore planets that you
    have not explored before, removing the need for you to manually input the 
    co-ordinates for the frigate.
    
    Infalliable Jump Drive
    
    Passive Ability
    
    This ability gives your Arcova Scout frigate the ability to move around from
    system to system without being under the effect of Phase Inhibitors, which
    slow the rate in which you jump out of a system. This is useful when you are
    scouting out unfriendly territory which happens to be heavily defended. You
    will definitely find some of those in heavily defended areas. 
    
    Probe
    
    Antimatter Cost = 0
    Cooldown (secs) = 120
    Range           = 18000
    Duration (secs) = 600
    
    A probe is where your scout frigate will send out a drone probe and that will
    be targeted on the planet. The planet will them remain lit up, and you can 
    see exactly what is going on near the planet for about 10 minutes, which is
    rather useful, because you don't need to have a ship nearby to keep a visual
    on the planet.
    
    Timed Explosives
    
    Antimatter Cost = 0
    Cooldown (secs) = 900
    Range           = 200
    Duration (secs) = 15
    
    This is basically a bomb action, where your scout frigate will drop a bomb on
    a target structure, causing about 1200 damage and basically increases the 
    damage that the structure will take by 50%. This is useful if you need a bit
    of sabotage done, and a few scout frigates can disable entire structures, and
    early on, this is quite costly to counter as you need to rebuild. However, 
    your frigates have 15 seconds before it goes BOOM!
    
    
    The Arcova Scout Frigate is the cheapest and the weakest of the TEC frigates,
    though with the nice range of abilities, it does not make it entirely useless,
    early on, explosives and probes will keep your enemy on their guard else they
    have blown up crystal extractors, given that crystal is rare early and late 
    in the game. However, make sure that you keep them out of a fight, they cannot
    put up much in terms of direct confrontation with enemy frigates, so you want
    to either run or have an intercepting force en route. 
    
    
    Cobalt Light Frigate
    
    Faction       = TEC
    Cost          = 300 Credits, 55 Metal
    Health        = 600
    Shields       = 350
    Antimatter    = 200
    Armour        = 2
    Weapon Damage = Laser (10)
    Supply Needed = 5
    Good Against  = Frigates
    Weak Against  = Cruisers, Capital Ships
    Researchables = Sabotage Reactor
    
    --==Abilities==--
    
    Sabotage Reactor
    
    Antimatter Cost = 25
    Cooldown (secs) = 3
    Range           = 5000
    Duration (secs) = 10
    
    The Sabotage Reactor will make the targeted ship or structure unable to use
    any of their abilities for 10 seconds and take 100 damage as well. For this
    to work, the target needs to have an antimatter storage tank because this
    ability targets their antimatter to damage them. Useful if it is used en
    masse. 
    
    
    The Cobalt Light Frigate is a grunt of the TEC fleet, it is used early on in
    the game to clear out systems for your colony ships to move in. They are 
    decent against other frigates, but even if you outnumber the enemy with 
    these frigates, they are not exceptionally effective against enemy cruisers
    and not at the least, capital ships, but enough to make sure they won't be 
    in action for a while. They are not heavily armoured, so make sure that
    these units aren't going to be rolled over for no good reason. 
    
    
    Javelis LRM Frigate
    
    Faction       = TEC
    Cost          = 500 Credits, 280 Metal
    Health        = 500
    Shields       = 280
    Antimatter    = 0
    Armour        = 1
    Weapon Damage = Missile (11)
    Supply Needed = 4
    Good Against  = Frigates, Structures, Cruisers
    Weak Against  = Cruisers, Capital Ships, Frigates
    Researchables = Cluster Warheads
    
    --==Abilities==--
    
    Cluster Warheads
    
    Antimatter Cost = 0
    Cooldown (secs) = 60
    Range           = 1200
    Duration (secs) = 10
    
    Cluster Warheads is basically changing the missile loadout of your LRM frigate
    to a cluster missile instead of a conventional missile. This will deal splash
    damage for that salvo of missiles against the enemy. Useful if the enemy is 
    packing themselves in groups, which is quite common. 
    
    
    Your Javelis LRM frigates are exceptionally powerful frigates, and if they are
    used correctly, they can easily dispatch a group of enemy frigates, cruisers, 
    and if you have enough support, capital ships. The reason is that this ship 
    has exceptionally long range, and as such, it can hit hard and take little 
    damage. However, it cannot survive in a direct confrontation, so you will need
    to keep this in the rear. As a defence, Kodiak Cruisers and these Javelis LRM
    Frigates will go well, one is close range and takes punishment, the other 
    hits hard from afar. 
    
    
    Krosov Siege Frigate
    
    Faction       = TEC
    Cost          = 520 Credits, 70 Metal, 60 Crystals
    Health        = 560
    Shields       = 280
    Antimatter    = 0
    Armour        = 2
    Weapon Damage = Laser (6), Bomb (20)
    Supply Needed = 12
    Good Against  = Structures, Planets, Frigates
    Weak Against  = Frigates, Cruisers, Capital ships
    Researchables = Heavy Fallout
    
    --==Abilities==--
    
    Heavy Fallout
    
    Antimatter Cost = 0
    Cooldown (secs) = 0
    Range           = 0
    Duration (secs) = 360
    
    Heavy Fallout basically means that the Krosov Siege Frigate fires a form of
    radiation missile at the planet, and with the radiation fallout, it will
    impair the population growth of the planet by 30%, but this is a rather 
    useless ability if you are attacking, this is more of a hit and run attack
    on a nice bombardment raid, a parting gift if you like.
    
    
    The Krosov Siege Frigate is the only ships in the TEC fleet that can bombard
    planets, outside capital ships, which can all bombard planets. They can dish
    out a hell of a punish against structures, and basically things that don't
    fight back, and whilst they can hold their own against frigates, if you are
    outnumbers by frigates or outgunned by cruisers or capital ships, you need
    to run, this is a big investment and it isn't a smart idea to risk losing your
    frigates for nothing. However, there is a thing to note about when you are 
    using the Heavy Fallout. If you use it, remember that it will take 6 minutes
    for the planet to recover from the fallout, so if you want to capture it, you
    will end up hurting yourself in the form of taxes instead.
    
    
    Garda Flak Frigate
    
    Faction       = TEC
    Cost          = 375 Credits, 40 Metal, 25 Crystal
    Health        = 900
    Shields       = 450
    Antimatter    = 0
    Armour        = 4
    Weapon Damage = Autocannon (19)
    Supply Needed = 4
    Good Against  = Strike Craft, Frigates
    Weak Against  = Cruisers, Capital Ships
    Researchables = Nil
    
    --==Abilities==--
    
    None
    
    The Garda Flak Frigate is basically the fleet defence against bombers and 
    fighters, and don't underestimate them, bombers and fighters can be 
    exceptionally painful, a group of 10 from a carrier fleet can destroy 
    structures such as extractors with two missile runs. Although they are 
    designed against strike craft, they are also quite powerful against enemy
    frigates, and although it is cheap, there is a problem because they do not
    have any abilities to toy around with, so basically, what you see is what
    you get.
    
    
    Protov Colony Frigate
    
    Faction       = TEC
    Cost          = 450 Credits, 100 Metal, 50 Crystals
    Health        = 1150
    Shields       = 125
    Antimatter    = 225
    Armour        = 0
    Weapon Damage = Autocannon (4)
    Supply Needed = 6
    Good Against  = None
    Weak Against  = Everything
    Researchables = Nil
    
    --==Abilities==--
    
    Colonise
    
    Antimatter Cost = 90
    Cooldown (secs) = 120
    Range           = 5000
    Duration (secs) = 0
    
    Basically, this will head towards an empty planet, or in some cases, an
    empty pirate base, and capture it for your empire. The planet will need to be
    devoid of population and must not be claimed by another empire. If it is 
    claimed by another empire, destroy the base or planet until there is 0 health
    and there is a message that you can destroyed an outpost, then colonise.
    
    
    Crew Extractor
    
    Antimatter Cost = 40
    Cooldown (secs) = 60
    Range           = 1000
    Duration (secs) = 0
    
    In many of the uncolonizable planets, there will be extractors there of metal
    and crystal, prebuilt and they are neutral, and ready for the taking. This
    ability will take control of a neutral extractor and place it into service for
    your empire.
    
    
    The Protov Colony Frigate, although completely useless in combat, and this
    is something that you shouldn't be using in combat at all, is used to expand
    your empire. These are important because the only other thing in the TEC 
    fleet that can colonise planets is the Akkan Battlecruiser and this is the
    only ship in the TEC fleet that can man the extractors in the uncolonizable
    planets, making this relatively important. Only send these into planets after
    your fleet has nearly cleared out a planet, I say nearly because it does take
    some time for a frigate to move through a phase lane. 
    
    
    				--==Advent==--
    
    Seeker Vessel
    
    Faction       = Advent
    Cost          = 200 Metal
    Health        = 400
    Shields       = 425
    Antimatter    = 0
    Armour        = 2
    Weapon Damage = Laser (3)
    Supply Needed = 2
    Good Against  = Nothing
    Weak Against  = Everything
    Researchables = Unfettered Phase Jumps, Martyrdom
    
    --==Abilities==--
    
    Explore
    
    Antimatter Cost = 0
    Cooldown (secs) = 0
    Range           = 0
    Duration (secs) = 0
    
    Similar to the TEC Scout Frigate, the Seeker Vessel will explore all the
    unknown planets in your area without the need for you to command where it is
    supposed to go and such. Useful because they can normally scout a good deal
    before they run into trouble.
    
    Infallible Jump Drive
    
    Passive Ability
    
    Again, this is the same as the Arcova Scout Frigate, but of course, has its
    use, given that scout frigates will always be running into enemy territory.
    You need to remember that your seeker vessel will be able to move quickly
    to avoid stationary defences, but with attacks from strike craft, this will
    result in a vessel destroyed if it is waiting to phase jump away.
    
    Martyrdom
    
    Antimatter Cost = 0
    Cooldown (secs) = 0
    Range           = 200
    Duration (secs) = 0
    
    As you can guess, this ability is letting the seeker vessel self destruct
    and blow itself up, dealing 200 damage to every vessel in range, and although
    that may not be a lot, it will give you an advantage if your vessel was 
    scouting enemy land before your invasion force gets in. 
    
    The Seeker Vessel is the basic scout of the Advent fleet, and they are 
    necessary as it is rather, well, stupid to send in a capital ship to 
    explore the unknown, given that capital ships are slow, and you aren't going
    to know what you are up again. However, late in the game, when everything has
    been explored, don't expect to use these anymore. 
    
    
    Disciple Vessel
    
    Faction       = Advent
    Cost          = 250 Credits, 40 Metal
    Health        = 400
    Shields       = 425
    Antimatter    = 200
    Armour        = 2
    Weapon Damage = Laser (8)
    Supply Needed = 4
    Good Against  = Frigates
    Weak Against  = Cruisers, Capital Ships
    Researchables = Steal Antimatter
    
    --==Abilities==--
    
    Steal Antimatter
    
    Antimatter Cost = 0
    Cooldown (secs) = 10
    Range           = 3000
    Duration (secs) = 0
    
    This ability targets a ship with antimatter and steals 25 antimatter from
    them and gives it to themselves, which is rather useful if you use it en
    masse against capital ships, stealing their antimatter and not letting
    them have any will deprive them of their abilities, which is what makes a 
    capital ship so useful.
    
    Transfer Antimatter
    
    Antimatter Cost = 100
    Cooldown (secs) = 30
    Range           = 5000
    Duration (secs) = 10
    
    This basically transfer antimatter from the vessel towards a target vessel
    of your choosing, which is useful if you need to reinforce your capital
    ships with more antimatter, given that their antimatter usage is rather
    excessive to say the least, all capital ships need a lot of antimatter to 
    win a fight.
    
    The Disciple Vessel is basically the grunt of the Advent frigate forces,
    you will use them to clear out systems early on, which is always needed for
    new planets. However, you need to remember that in order to make these 
    vessels useful in battle, you need to keep them away from cruisers and 
    capital ships as those ships pound these ones into a fine dust.
    
    
    Illuminator Vessel
    
    Faction       = Advent
    Cost          = 350 Credits, 50 Metal, 40 Crystals
    Health        = 500
    Shields       = 500
    Antimatter    = 0
    Armour        = 2
    Weapon Damage = Beam (16)
    Supply Needed = 6
    Good Against  = Frigates
    Weak Against  = Cruisers, Capital Ships
    Researchables = Deceptive Illusion
    
    --==Abilities==--
    
    Deceptive Illusion
    
    Antimatter Cost = 0
    Cooldown (secs) = 180
    Range           = 0
    Duration (secs) = 120
    
    This creates a decoy ship of the Illuminator Vessel, in which the enemy
    will think as a real ship, whilst in actuality, it is an illusion. This
    ship can actually take some damage before it goes poof, which is useful
    as you try to retreat your fleet from an ambush or the arrival of a far
    superior force. However, this will disable all other abilities that you
    may have.
    
    The Illuminator Vessel is a useful vessel if you want to escape or 
    retreat a fleet from danger, and the decoy might give you enough time to
    save a frigate or two. However, this ability tends to be worthless late in
    the game as the enemy will have powerful capital ships and cruisers that
    will destroy anything in a matter of seconds, and that means the decoy will
    be less effective. Useful earlier on when the enemy does not tote such a 
    large force. 
    
    
    Purge Vessel
    
    Faction       = Advent
    Cost          = 530 Credits, 80 Metal, 60 Crystals
    Health        = 480
    Shields       = 375
    Antimatter    = 0
    Armour        = 3
    Weapon Damage = Plasma (6), Bomb (20)
    Supply Needed = 12
    Good Against  = Planets, Frigates
    Weak Against  = Frigates, Cruisers, Capital Ships
    Researchables = Nil
    
    --==Abilities==--
    
    None
    
    The Purge Vessel is the only ship that can bombard planets that is not a 
    capital ship. This is useful if you use them on mass, but any good defender
    would have already upgraded their planet with emergency facilities, and have
    defences to shoot these guys down. I once had a large fleet move in and try
    to capture one of my planets, they did not realise that behind them was a
    group of 8 capital ships from my expeditionary fleet. Needless to say, the
    enemy did not win. That is a reminder that if you wish to bombard planets
    with these guys, make sure that you have a big fleet to protect against 
    whatever the enemy will throw at you.
    
    
    Defence Vessel
    
    Faction       = Advent
    Cost          = 350 Credits, 40 Meteal, 20 Crystals
    Health        = 650
    Shields       = 620
    Antimatter    = 0
    Armour        = 3
    Weapon Damage = Laser (22)
    Supply Needed = 3
    Good Against  = Strike Craft, Frigates
    Weak Against  = Frigates, Cruisers, Capital Ships
    Researchables = Nil
    
    --==Abilities==--
    
    None
    
    With the lack of abilities, the defence vessel is similar to the Garda Flak
    Frigate, it is basically there to defend against strike craft, which are
    quite dangerous if you let them grow in numbers. They can hold their own
    against enemy frigates, but their difference to other flak frigates is that
    they have a large amount of health and shields, and that means that they can
    take more punishment before they fall. 
    
    
    Missionary Vessel
    
    Faction       = Advent
    Cost          = 400 Credits, 125 Metal, 50 Crystals
    Health        = 925
    Shields       = 250
    Antimatter    = 220
    Armour        = 0
    Weapon Damage = Laser (5)
    Supply Needed = 7
    Good Against  = Nothing
    Weak Against  = Everything
    Researchables = Nil
    
    --==Abilities==--
    
    Colonise
    
    Antimatter Cost = 90
    Cooldown (secs) = 120
    Range           = 5000
    Duration (secs) = 0
    
    Basically, this will head towards an empty planet, or in some cases, an
    empty pirate base, and capture it for your empire. The planet will need to be
    devoid of population and must not be claimed by another empire. If it is 
    claimed by another empire, destroy the base or planet until there is 0 health
    and there is a message that you can destroyed an outpost, then colonise.
    
    
    Crew Extractor
    
    Antimatter Cost = 40
    Cooldown (secs) = 60
    Range           = 1000
    Duration (secs) = 0
    
    In many of the uncolonizable planets, there will be extractors there of metal
    and crystal, prebuilt and they are neutral, and ready for the taking. This
    ability will take control of a neutral extractor and place it into service for
    your empire.
    
    Again, as with the Protov Colony Frigate, for the love all all things that is
    lovable, do not send these ships into combat, they will suffer and die 
    exceptionally quickly. Also, the AI tends to target these, regardless of 
    whatever forces you have fighting them, so if you want to actually colonise 
    that planet, I suggest that you take them into the system after it is cleared
    out for safety reasons. 
    
    
    				--==Vasari==--
    
    Jikara Navigator
    
    Faction       = Vasari
    Cost          = 225 Credits, 20 Metal
    Health        = 425
    Shields       = 225
    Antimatter    = 300
    Armour        = 1
    Weapon Damage = Pulse Gun (4)
    Supply Needed = 3
    Good Against  = Nothing
    Weak Against  = Everything
    Researchables = Jump Inhibition Immunity
    
    --==Abilities==--
    
    Explore
    
    Antimatter Cost = 0
    Cooldown (secs) = 0
    Range           = 0
    Duration (secs) = 0
    
    Again, it is the same with the other scout frigates, basically, you send the
    vessel to discover the entire galaxy by themselves without you needing to 
    tell them where to go and such, which is always useful before you want to know
    where to nice lush terran and desert planets are and those crystal rich ice
    planets. 
    
    Capture Extractor
    
    Antimatter Cost = 60
    Cooldown (secs) = 60
    Range           = 1000
    Duration (secs) = 0
    
    Basically, the ability to take over neutral extractors around uncolonizable 
    areas have been turned over to the navigator rather than handing it to the
    colony ship, which is a poor decision, but in some ways, it is useful because
    you can capture the extractors when you are moving around the galaxy, which is
    more metal and crystals. 
    
    Infalliable Jump Drive
    
    Passive Ability
    
    Like the other scout ships, this makes the ship uninhibited by enemy phase
    jump inhibitors, which is always useful when you are moving away from enemy
    territory. Of course, I can't be bothered copying and pasting all that much,
    my fingers are too cold.
    
    The Navigator is going to be necessary as you want to explore the galaxy 
    quickly to see where you can expand. You need to scout out the enemy 
    defences and their forces, so you can send in the appropriate response to
    their defences. 
    
    
    Ravastra Skirmisher
    
    Faction       = Vasari
    Cost          = 420 Credits, 70 Metal
    Health        = 700
    Shields       = 440
    Antimatter    = 0
    Armour        = 3
    Weapon Damage = Pulse Gun (10)
    Supply Needed = 7
    Good Against  = Frigates
    Weak Against  = Cruisers, Capital Ships
    Researchables = Reintegration, Interference
    
    --==Abilities==--
    
    Reintegration
    
    Antimatter Cost = 0
    Cooldown (secs) = 75
    Range           = 0
    Duration (secs) = 45
    
    The Skirmisher will stop and turn off the engines and weapons, making it
    stationary and defenceless, but recovers 8 hull points per second for 
    about 45 seconds, recovering about 360 hull points in total. This is 
    only useful if you use it OUTSIDE OF BATTLE. It is extremely stupid and
    foolhardy to stop and turn off your weapons in the MIDDLE OF A BATTLE. Its 
    like standing in between two archers who are trying to kill each other. 
    
    Interference
    
    Antimatter Cost = 0
    Cooldown (secs) = 8
    Range           = 5000
    Duration (secS) = 30
    
    This is a nice ability to use on capital ships, it will double their
    weapon cooldown time and double the antimatter costs of all abilities, 
    which will essentially cut the power of a capital ship into two, which
    is quite useful in a massive engagement. Use this wisely however, don't
    think that the single frigate will survive an engagement against a capital
    ship just by doubling their antimatter costs and weapon cooldown, they
    are still a big threat.
    
    the Ravastra Skirmisher is quite powerful, more powerful than the light
    frigates of the TEC and the Advent. However, they have a larger costs, but
    that is well worth it, interference and reintegration can be useful if used
    correctly and instead of them being worthless at the end of the game, they
    still are useful as support frigates. 
    
    
    Kanrak Assailant
    
    Faction       = Vasari
    Cost          = 360 Credits, 55 Metal, 35 Crystals
    Health        = 600
    Shields       = 340
    Antimatter    = 0
    Armour        = 2
    Weapon Damage = Phase Missiles (13)
    Supply Needed = 6
    Good Against  = Frigates, Structures, Cruisers
    Weak Against  = Cruisers, Capital Ships
    Researchables = Discharging Missiles
    
    --==Abilities==--
    
    Discharging Missiles
    
    Antimatter Cost = 0
    Cooldown (secs) = 5
    Range           = 1200
    Duration (secs) = 2
    
    This will disable the Kanrak's engines and decrease their turn rate by a 
    massive 300%, but their missiles get a 25% boost in range and have a 15%
    boost in splash damage, which makes them excellent killers of frigate
    groups. Basically, this makes them stationary missile platforms, and with
    their range, can hit an enemy fleet hard. But remember, they will be
    stationary in this node, and although the time they are stationary is 
    low, that can mean being within weapon range of a capital ship and with
    such weak armour, this is in trouble.
    
    This is a powerful missile frigate, but however, it will be useless in
    direct combat, they are far too fragile and as such, they cannot sustain
    a large attack force. Once your front line is gone, you better retreat them
    and given their cost, you want to keep them away from direct confrontation
    at all costs. Remember, the discharging missiles might be useful for extra
    damage, but those few seconds that it is stationary and slowed down, the 
    capital ships and opposing missile frigates and cruisers can move in and
    swoop for the kill. Also, strike craft are a threat, since it is stationary
    in this time.
    
    
    Karrastra Destructor
    
    Faction       = Vasari
    Cost          = 525 Credits, 80 Metal, 60 Crystals
    Health        = 520
    Shields       = 320
    Antimatter    = 0
    Armour        = 2
    Weapon Damage = Wave (6), Bomb (23)
    Supply Needed = 12
    Good Against  = Planets
    Weak Against  = Frigates, Cruisers, Capital Ships
    Researchables = Nil
    
    --==Abilities==--
    
    None
    
    Compared to the rest of the non-capital frigates that can bomb planets, this
    is extremely weak. The other frigates can hold their own in a fight in time
    to escape and fight another day. These have a differance, they cannot hold 
    their own and definitely need support. If you plan to planet bomb with the
    Vasari, I suggest Capital Ships, they can actually hold their own and have
    useful abilities that the Karrastra Destructor definitely lacks. They also
    have some defence as well. Also, their supply cost is extremely excessive
    for such a weak ship and considering their purpose, one capital ship is worth
    5 of these at least, considering the capital ships supply is always 50. 
    
    
    Junsurak Sentinel
    
    Faction       = Vasari
    Cost          = 450 Credits, 50 Metal, 30 Crystals
    Health        = 875
    Shields       = 550
    Antimatter    = 0
    Armour        = 3
    Weapon Damage = Phase Missiles (20)
    Supply Needed = 5
    Good Against  = Strike Craft, Frigates
    Weak Against  = Cruisers, Capital Ships
    Researchables = Discharging Missiles
    
    --==Abilities==--
    
    Discharging Missiles
    
    Antimatter Cost = 0
    Cooldown (secs) = 5
    Range           = 750
    Duration (secs) = 1
    
    Similar to the effect of the Kanrak Assailant, this will kill the engines of
    the ship and will decrease the turn rate by about 300%, but will increase
    the range of the missiles by 25% and increase the splash damage by 15%, though
    for some reason, the range is lower and duration shorter, however, it can 
    still hit a fleet rather hard.
    
    This the the flak frigate of the Vasari, and it is quite powerful, hitting 
    strike craft, and seriously, they don't stand a chance, though if they are
    focusing on strike craft, their carriers and escorts won't be too pleased. 
    They can hold their own in an actual fight, so don't worry about them too 
    much, but make sure that your investment is safe.
    
    
    Jarun Migrator
    
    Faction       = Vasari
    Cost          = 425 Credits, 140 Metals, 50 Crystals
    Health        = 1000
    Shields       = 225
    Antimatter    = 225
    Armour        = 0
    Weapon Damage = Pulse Gun (5)
    Supply Needed = 6
    Good Against  = Nothing
    Weak Against  = Everything
    Researchables = Nil
    
    --==Abilities==--
    
    Colonise
    
    Antimatter Cost = 90
    Cooldown (secs) = 120
    Range           = 5000
    Duration (secs) = 0
    
    The same colonise as all the rest of the colony ships, it is basically the
    capture of an empty planet for your own use, nothing special or new here. 
    I am glad that this is the last of the rehashing for the most part.
    
    The Migrator is weaker than other colony ships, losing the crew extractor
    ability, but still, it is the only frigate that can colonise planets, so 
    you will need them. The other rules apply, do not send this ship into battle
    because that is rather stupid, considering that the damage is minimal and 
    the fact that the ship has absolutely no armour whatsoever. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.03] Cruiser
    
    Cruisers are basically the support and heavy attacks of your fleet, they will
    be rare in the early part of the game, but later on, they will be used as 
    escorts for capital ships and support craft for the fleet, and their abilities
    are exceptionally useful in battle. Many can house strike craft, adding to the
    attack force of the fleet. 
    
    Compared to frigates, they are more expensive, there is no denying that, but
    they are more heavily armoured, they pack stronger weapons, more health, 
    bigger shields and more powerful abilities. If the frigates are the basic
    grunts of the fleet, consider the cruiser the commander. 
    
    This is where you start to see the differences in the fleets. The TEC fleets 
    are not heavily armoured, considering they are modified civilian vessel, but 
    excel at supporting their fleet, making it well designed for defending 
    territory. Advent fleets support their ships from attack and defence, though
    they pack more aggressive abilities than their TEC cousins. The Vasari fleet
    is more designed for attack and packs a lot of offensive abilities in their
    cruisers. Let us have a look at their cruisers.
    
    
    				--==TEC==--
    
    Percheron Light Carrier
    
    Faction       = TEC
    Cost          = 475 Credits, 100 Metal, 90 Crystals
    Health        = 900
    Shields       = 300
    Antimatter    = 200
    Armour        = 2
    Weapon Damage = No Weapons
    Supply Needed = 8
    Good Against  = Frigates, Structures
    Weak Against  = Cruisers, Capital Ships
    Researchables = Nil
    Supports      = 1 Squadron of Strike Craft
    
    --==Abilities==--
    
    None
    
    Lacking any sort of weaponry, the Percheron Light Carrier is a carrier, it 
    carries strike craft from planet to planet in their hangars, letting them
    unleash bombers or fighters on the enemy. They should always be kept in 
    the rear of your line, with little armor and little in the terms of firepower
    besides their strike craft. Make sure you pick bomber strike craft, you're
    anti-strike craft attack will be the Flak Frigate, you need to dish out the
    damage.
    
    
    Hosihko Robotics Cruiser
    
    Faction       = TEC
    Cost          = 350 Credits, 30 Metal, 50 Crystals
    Health        = 775
    Shields       = 325
    Antimatter    = 350
    Armour        = 3
    Weapon Damage = Laser (4)
    Supply Needed = 4
    Good Against  = Nothing
    Weak Against  = Everything
    Researchables = Demolition Bots
    
    --==Abilities==--
    
    Repair Drones
    
    Antimatter Cost = 50
    Cooldown (secs) = 3
    Range           = 5000
    Duration (secs) = 15
    
    This repairs the hulls of the nearby ships and structures, healing them for
    20 points per second for the duration of 15 seconds. This can make your
    ships stand and fight longer, and is well worth the cost of using the 
    antimatter. This is why the Hoshiko Cruiser should be in every battle, they
    are invaluable in supporting abilities.
    
    Demolition Bots
    
    Antimatter Cost = 75
    Cooldown (secs) = 3
    Range           = 3000
    Duration (secs) = 15
    
    This is a powerful ability, it targets a ship and inflicts 25 damage to it,
    and that isn't all that much, but it also increases the cooldown of their
    weapon by 75%, and also decreases the acceleration and turning of the ship
    by 200%, which is a fair amount. This is why this cruiser is so damn scary
    to fight, you cannot run and retreat against it when you are slower than
    the capital ships that are hunting you down. 
    
    As you can see, the abilities of the Robotics cruiser is why you should have
    them hanging around in large battles, it will keep nearby ships healthy whilst
    making sure that the enemy frigates don't escape. Of course, this isn't as 
    useful around capital ships, seeing that they have such a large shield, but
    with any fleet, a few of these need to be there to support it, it saves on
    repairs and makes sure that more of the enemy die.
    
    
    Cielo Command Cruiser
    
    Faction       = TEC
    Cost          = 425 Credits, 25 Metal, 60 Crystals
    Health        = 850
    Shields       = 250
    Antimatter    = 350
    Armour        = 1
    Weapon Damage = Laser (4)
    Supply Needed = 6
    Good Against  = None
    Weak Against  = Everything
    Researchables = Designate Target
    
    --==Abilities==--
    
    Embolden
    
    Antimatter Cost = 50
    Cooldown (secs) = 2
    Range           = 4000
    Duration (secs) = 60
    
    This will increase the morale of the crew of the targeted ship and it will
    decrease the cooldown that their weapons suffer by 10% and regenerates an
    extra 2.5 Shield Points per second. This is exceptionally useful if that
    ship is current on the frontline and taking heavy fire, so you reinforce 
    their position and give them a little extra firepower. Exceptionally useful
    on capital ships.
    
    Designate Target
    
    Antimatter Cost = 100
    Colldown (secs) = 45
    Range           = 9000
    Duration (secs) = 60
    
    The targeted ship will lose 25% of its shield mitigation, which is quite 
    useful because shield mitigation will mean that it suffers less damage 
    through its shield, and reducing the number means that it will take more
    damage in the end, which is always a good think. Again, this is best used
    on enemy capital ships, making those fat bastards take more damage is 
    always a good thing, you want to sink them faster don't you?
    
    The Cielo Command Cruiser is another support cruiser for the TEC, and one
    that needs to be kept in the rear, given their lack of heavy armour. They
    cannot survive in direct combat, but any good commander will realise
    that their supporting capabilities is more than enough to warrent the 
    cost and the risk of sending them with a battle fleet to fight. Pair with
    Hoshiko Robotic Cruisers in order to maximise the potential of your 
    fleet. They both work well with a large group of Capital Ships. 
    
    
    Kodiak Heavy Cruiser
    
    Faction       = TEC
    Cost          = 500 Credits, 100 Metal, 70 Crystals
    Health        = 1050
    Shields       = 600
    Antimatter    = 0
    Armour        = 5
    Weapon Damage = Autocannon (18)
    Supply Needed = 10
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Intercept
    
    --==Abilities==--
    
    Intercept
    
    Antimatter Cost = 0
    Cooldown (secs) = 60
    Range           = 0
    Duration (secs) = 8
    
    This is one of the most powerful support abilities ever, it will increase
    the speed of the Kodiak Heavy Cruiser by 200% and the total acceleration by
    a whopping 800%, using it to close in quickly on fleeing enemy forces to
    terminate them. This is useful for chasing retreating forces that have been
    weakened in a battle to make sure that they don't come back and fight another
    day. 
    
    This is the best non-capital ship that the TEC have to offer. Alone it is more
    than a match for frigates, and groups will demolish cruisers, and if enough,
    they can dispatch a capital ship. They are powerful, but are costly. As such,
    with their incredible firepower, use them on the frontlines. I personally use
    them to guard my planets near wormholes and stars, keeping about 5 in the
    front, about 10 Javelis LRM frigates in the rear. That will easily take down a
    fleet or at least inflict heavy losses, and will give enough time for you to
    send in reinforcements. Use with Capital Ships and you will see the power of
    these ships, and they are nothing to scoff at. Don't forget that there are
    stationary defences as well, so get past that. 
    
    
    Aeria Drone Host
    
    Faction       = Advent
    Cost          = 450 Credits, 100 Metal, 50 Crystals
    Health        = 1150
    Shields       = 125
    Antimatter    = 225
    Armour        = 0
    Weapon Damage = No Weapons
    Supply Needed = 8
    Good Against  = Nothing
    Weak Against  = Everything
    Researchables = Nil
    Supports      = 1 Squadron of Strike Craft
    
    --==Abilities==--
    
    None
    
    Similar to the TEC carrier, this is basically a launch platform for a single
    squadron of strike craft, and you have to be insane to choose fighters for
    attacking. Again, with no armour and nothing in terms of weaponry, they 
    should be nothing but in the rear, though you might want to keep them in
    the middle sometimes, in case the enemy gets some funny ideas of chasing a 
    moving fleet down and the first thing they see are these drone hosts.
    
    
    Iconus Guardian
    
    Faction       = Advent
    Cost          = 525 Credits, 110 Metal, 120 Crystals
    Health        = 675
    Shields       = 1500
    Antimatter    = 350
    Armour        = 2
    Weapon Damage = Laser (4)
    Supply Needed = 7
    Good Against  = Nothing
    Weak Against  = Everything
    Researchables = Repulson
    
    --==Abilities==--
    
    Shield Projection
    
    Antimatter Cost = 100
    Cooldown (secs) = 20
    Range           = 5000
    Duration (secs) = 30
    
    This is one hell of an interesting ability. It basically extends the shields 
    of the guardian to absorb and take 33% of the damage that is targeted at other
    vessels under your control. Basically, it is tanking your forces. That is the
    reason that it has such large shield reserves with so little weaponry. Of
    course, that does deplete your shields relatively fast, so be vary of having
    low shields, because this isn't a frontline unit.
    
    Repulsion
    
    Antimatter Cost = 0
    Cooldown (secs) = 0
    Range           = 7500
    Duration (secs) = 0
    
    This actually has an antimatter cost, it costs 6 antimatter per second, so it
    isn't a cheap ability. Basically, you push away nearby ships, and it 
    reduces their acceleration and speed by 1000%, which means that if they move
    towards you, they are basically moving at a crawl, which is a nice move or
    barrier to prevent the enemy coming close to you and your group. This is
    basically another defensive ability.
    
    This ship is basically a ship that defends and nothing else. Shield Projection
    is basically taking a third of all the damage from nearby ships onto itself
    and repulsion keeps enemy ships away from your ship, useful against strike 
    craft as well as enemy vessels that seek to attack a group near the Guardian. 
    Although this is a protecting vessel, it has no power of its own and cannot
    survive one on one with a frigate or any other ship for that matter, with 
    little armour and a weak puny weapon put on just to make it look like it is
    threatening. 
    
    
    Domina Subjugator
    
    Faction       = Advent
    Cost          = 400 Credits, 80 Metal, 80 Crystals
    Health        = 550
    Shields       = 300
    Antimatter    = 350
    Armour        = 3
    Weapon Damage = Laser (4)
    Supply Needed = 4
    Good Against  = Nothing
    Weak Against  = Everything
    Researchables = Perserverance
    
    --==Abilities==--
    
    Suppression
    
    Antimatter Cost = 100
    Cooldown (secs) = 40
    Range           = 6000
    Duration (secs) = 40
    
    Basically, this is a move that will block any attempt to use abilities, 
    weapons, construct structures or even phase jump. This is why this is a 
    dangerous ship, it can stop any shop from phase jumping and firing 
    back on the ship, which means that capital ships will be sweating bullets
    when they see this, though that is only if they are fleeing, if they are
    not, you will be the one fleeing like crazy.
    
    Perserverance
    
    Antimatter Cost = 150
    Cooldown (secs) = 60
    Range           = 5000
    Duration (secS) = 40
    
    This is a nice ability, it is a healing ability where it will repair 
    hull points at 25 points per second for 40 seconds to the targeted 
    structure or ship, so it basically repairs 1000 hull points for the
    40 seconds. This is exceptionally useful if you need to patch up a capital
    ship from a massive engagement or frontline fighters that are about to be
    turned into galactic debris.
    
    This is one of the best ships that the Advent have to offer, it can support
    and heal their allies and hinder the enemy from fighting back or escaping,
    giving your forces a chance to quickly destroy them. Best against fleeing
    capital ships after they have taken a beating, giving your forces a chance
    to destroy it and force a massive loss upon the enemy. That'll teach them
    to mess with you. Make sure that these guys don't head innto danger without
    support, they have little armour and they cannot sustain heavy attacks, and
    they are armed with an ornamental laser to boot, they will not be useful in
    direct confrontations on the front line. 
    
    
    Destra Crusader
    
    Faction       = Advent
    Cost          = 525 Credits, 100 Metal, 90 Crystals
    Health        = 775
    Shields       = 825
    Antimatter    = 0
    Armour        = 4
    Weapon Damage = Plasma (19)
    Supply Needed = 10
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Ruthlessness
    
    --==Abilities==--
    
    Ruthlessness
    
    Passive Ability
    Range           = 3500
    
    Ruthlessness is a powerful ability, it causes all enemy ships and structure
    within its range to suffer 1.5 damage per second. Now that may not seem like
    a lot, but in a large fight that drags on for several minutes, that is quite a
    lot of damage we are talking about. This makes this ship one to be feared, and
    you can bet it is one of the first ships that the enemy targets, so make sure
    that the attendent fleet is fully armed to take down such threats.
    
    This is probably the most dangerous cruiser of the Advent's due to the power
    of their passive ability and the fact that it can easily demolish other ships
    with ease. Similar to the Kodiak Heavy Cruiser, it can make capital ships 
    sweat when they are on their own, but when you are facing a large group of
    capital ships, this is useless. Make sure that this is placed in the frontline
    to maximise the power of their ability, they aren't afraid to take damage and
    are well prepared for it. 
    
    
    				--==Vasari==--
    
    Lasurak Transporter
    
    Faction       = Vasari
    Cost          = 490 Credits, 110 Metal, 95 Crystals
    Health        = 600
    Shields       = 300
    Antimatter    = 350
    Armour        = 3
    Weapon Damage = Pulse Gun (4)
    Supply Needed = 8
    Good Against  = Nothing
    Weak Against  = Everything
    Researchables = Nil
    Supports      = 1 Squadron of Strike Craft
    
    --==Abilities==--
    
    None
    
    This is the same as the Drone Host and the Carrier, this will carry a 
    squadron of strike craft, which hopefully will be bombers because you will
    realise that by now, if I haven't drummed it into your head enough, is that
    the bomber actually does some damage. Thisc arrier is different from the
    rest, it has slightly more armour, which is handy, and it even has a token
    weapon, though I suggest that you not try it out as a frontline ship, less
    you want it destroyed. 
    
    
    Stilakus Subverter
    
    Faction       = Vasari
    Cost          = 400 Credits, 80 Metal, 80 Crystals
    Health        = 600
    Shields       = 300
    Antimatter    = 350
    Armour        = 3
    Weapon Damage = Pulse Gun (4)
    Supply Needed = 5
    Good Against  = Nothing
    Weak Against  = Everything
    Researchables = Distortion Field
    
    --==Abilities==--
    
    Shield Disruption
    
    Antimatter Cost = 30
    Cooldown (secs) = 3
    Range           = 5000
    Duration (secs) = 60
    
    A wierd ability to say the least, it will reduce the shield mitigation of
    a target ship by 10%, which is a fair bit if you look at the stats, and it 
    will remove the ability to block missiles by 25%, which is also very handy,
    especially if you have bombers or missile frigates with you, mainly because
    they are the ones using phase missiles. If you have your bombers lining up
    for a run, make sure that their shields are disrupted, and watch the bombers
    pile up the damage.
    
    Distortion Field
    
    Antimatter Cost = 100
    Cooldown (secs) = 60
    Range           = 6000
    Duration (secs) = 30
    
    This is one hell of an interesting ability, it will teleport the subverter
    next to the target ship that you want and it renders it disabled for a good
    30 seconds. Of course, this puts your ship in harms way, but it will disable
    the target and what is even more important is that your fleet can now move
    in and take it out, which makes this a nice ability if you are planning to
    take out retreating units. Make sure you pick the one with the highest value
    to the enemy, to deal a blow to their fleet and their economy at the same
    time.
    
    This ship is quite a powerful frontline supporter. It will not hold its own
    in battle, but the good thing is that it will be making the enemy more
    vulnerable with their shield disruption ability and their distortion field
    will disable the target ship, and that makes it a nice target for your
    attacking forces to take out with relative ease. However, if you use that
    ability, note that you need to quickly get out of the way considering the
    lack of heavy weapon on the subverter as well as the lack of a big shield
    generator. 
    
    
    Serevun Overseer
    
    Faction       = Vasari
    Cost          = 450 Credits, 190 Metal, 100 Crystals
    Health        = 700
    Shields       = 350
    Antimatter    = 350
    Armour        = 2
    Weapon Damage = Pulse Gun (4)
    Supply Needed = 7
    Good Against  = Nothing
    Weak Against  = Everything
    Researchables = Jump Degradation, Mobile Phase Detection
    
    --==Abilities==--
    
    Reactive Nanite Armour
    
    Antimatter Cost = 50
    Cooldown (secs) = 2
    Range           = 6000
    Duration (secs) = 60
    
    This ability gives the target ship a large increase of 250 hull points as 
    well as a bonus in armour of 2 points for a duration of 1 minute. This is
    quite useful if the target's shields are down and are taking hull damage,
    given that it is increasing the maximum hull points as well as increasing
    armour of the ship, which means that it will be taking less damage as the
    armour of the ship is blocking most of the damage.
    
    Jump Degradation
    
    Antimatter Cost = 100
    Cooldown (secs) = 30
    Range           = 0
    Duration (secs) = 120
    
    This ability is quite a powerful one, what it will do is reduce the speed
    of the phase jumping speed of all enemy ships that are on phase lanes that
    are linked to your current position. That is to say that the phase jump
    speed is decreased by 50% to all enemy vessels that are jumping towards the
    planet where the Overseer is based. This is useful as it slows down the
    enemy, giving the time for you to build and send in more reinforcements
    to take out the enemy. 
    
    Mobile Phase Detection
    
    Passive Ability
    
    This ability basically detects all enemy ships that are jumping into 
    the system that the Overseer is based. This also works well with the Jump
    Degradation ability as it not only detects them, it also slows them down
    and it gives you time to either escape or to send in some backup, or 
    prepare the welcome mat with cannonade and gunfire. This is why it is 
    dangerous to play on the phase lanes against the Vasari.
    
    This is why the Overseer is do damn dangerous and hindering, it is a defence
    vessel, it will slow down the enemy and detect them, lighting them up to
    get ready to blow them up. The Phase Detection and Jump Degradation work
    in conjunction rather well, though you will need to use Phase Detection in
    order to know when to use the Jump Degradation ability. Their Reactive 
    Nanite Armour also makes it useful for ships that are taking a fair amount of
    hull damage. This is a true support vessel, so keep it from the front lines
    given that it has a high cost as well as weak armour and weapons to boot. 
    
    
    Skarovas Enforcer
    
    Faction       = Vasari
    Cost          = 675 Credits, 150 Metal, 110 Crystals
    Health        = 1180
    Shields       = 700
    Antimatter    = 0
    Armour        = 4
    Weapon Damage = Wave (20)
    Supply Needed = 12
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Reintegration, Inertial Field
    
    --==Abilities==--
    
    Reintegration
    
    Antimatter Cost = 0
    Cooldown (secs) = 75
    Range           = 0
    Duration (secs) = 45
    
    This is a nice ability, given that it will stop and turn off engines and 
    weapons in order to heal at the rate of 12 hull points per second, 
    healing about 540 hull points with this ability on at the end of the 45
    seconds, not taking into account the natural hull repair rate, so if the
    ship has been badly mauled, by the end of those 45 seconds, it should be
    back in service. Remember that you don't want to use this in the middle
    of a battlefield, the ship will not be able to move or return fire, and
    that is a problem in the middle of a battlefield.
    
    Inertial Field
    
    Antimatter Cost = 0
    Cooldown (secs) = 30
    Range           = 4000
    Duration (secs) = 10
    
    This ability will reduce the speed and acceleration of all nearby ships
    within the range of the field by 100%, which prevents the enemy from
    moving in to attack as well as preventing the enemy from escaping from 
    your grasp as you decide that it is time to blow them up. However, you
    only have 10 seconds to make full use of it, so you have 10 seconds to
    blow up a retreating ship. I like the sound to those odds.
    
    The Skarovas Enforcer is a powerful cruiser, given that it has a high 
    damage rating, powerful structure and with such a high cost, I would
    find that it is worth the cost. This has some nice abilities, allowing
    it to heal itself when it is damaged, as well as having a field that 
    prevents the enemy from escaping, or, alternatively, preventing the 
    enemy from chasing you down when you are escaping. Ahh, there are so many
    possibilities that you can choose from when you are using this ship. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.04] Capital Ships
    
    Capital ships are the best of the best, and as such, you can only have so
    much of them. With research, there is a maximum of 16 capital ships, and
    that is more than enough. There are exactly 5 for each faction, and they all
    have differing abilities. There are 5 groups, there is the normal Battleship,
    a Carrier and three utility ships. 
    
    What makes these ships so restricted is the fact that they are powerful, they
    have a hell of a lot of shield and hull points, many weapons, the ability
    to bombard planets, ability to launch strike craft and, this is the most
    important, 4 different abilities that can be leveled up and used on your
    and that is scary. Some are offensive, some are support, some defensive and
    others passive. Bear in mind that these guys don't come cheap. 
    
    Battleships also can gain experience and level up, gaining access to more
    and more abilities. There is also an ultimate abilities, which is always and
    only will be unlocked at level 6. Experience is based on destruction of ships
    as well as training. Training is where you can increase the level of your ship
    but it is limited until level 2, and if research permits, level 3. And on the
    note of leveling up, most capital ships have an initial starting number on
    strike craft, but as it levels up, the number of strike craft it can carry
    will increase. Keep that in mind. You will also be able to upgrade existing
    abilities, but I can't be stuffed to listed them after level 1, because that
    takes a fair amount of game time, and I'm not that anal about it. 
    
    Note that the first capital ship that you build will be free of charge, but
    the rest of the time, or for every new ship from there, it will cost you
    full price. So make the decision on what capital ship that you want first
    carefully. Also, their effectiveness is limited on how you use them. Sending
    in a single capital ship by itself isn't going to cut it, however, send in
    8 and see what happens to the enemy. 
    
    
    				--==TEC==--
    
    Kol Battleship
    
    Faction       = TEC
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 3000
    Shields       = 1250
    Antimatter    = 225
    Armour        = 5
    Weapon Damage = Beam (9), Autocannon (34), Laser (8), Bomb (43)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 0 Squadrons Initially, Maximum of 2 Squadrons
    
    --==Abilities==--
    
    Gauss Railgun
    
    Antimatter Cost = 75
    Cooldown (secs) = 6
    Range           = 5000
    Duration (secs) = 0
    
    The Gauss Railgun basically targets an enemy and dishes out damage at them, 
    and it starts off at 300 damage. The problem of leaving this on autocast is 
    that it will drain a lot of antimatter for nothing and it also has a short
    cooldown, so this will drink antimatter, so you would either upgrade the
    amount the antimatter reserves and increase the restoration rate, but it is
    undeniable that this does a fair amount of damage for a single shot, and the
    enemy won't be likeing that a lot. Leave it on autocast when you have fully
    upgraded all antimatter techs, and grab the antimatter related artifacts. 
    
    Flak Burst
    
    Antimatter Cost = 100
    Cooldown (secs) = 12
    Range           = 2400
    Duration (secs) = 0
    
    This ability damages all the squadrons, enemy squadrons in the area that is
    by 30 to all of them within range. This is useful if you do not have Garda
    Flak Frigates with you, which you should, because this is quite expensive
    in terms of antimatter. The best thing is that you target the hangar or the
    ship who is the host of the squadron, and that should bleed them to death as
    strike craft without a host will slowly take damage until it dies.
    
    Adaptive Forcefield
    
    Antimatter Cost = 40
    Cooldown (secs) = 45
    Range           = 0
    Duration (secs) = 20
    
    This forcefield will increase the damage reduction of the battleship by 15%
    and increases the chances that the shield will intercept a missile by 75%. 
    This is handy if you watch your enemies and if they are missile frigates or
    the like, or bombers are flying around, this will be useful as it will be 
    able to block out more and more damage from the missiles that the enemy will
    be launching. Though you should be bothering too much about this, you should
    be bothered about the enemy.
    
    Finest Hour (Accessible at Level 6 Only)
    
    Antimatter Cost = 150
    Cooldown (secs) = 180
    Range           = 1000
    Duration (secs) = 60
    
    This has the effect that all ships in the area will regenerate an extra 5 
    antimatter per second, restore 10 hull points per second, decrease the weapon
    cooldown of all weapons by 20% and all weapons deal splash damage for 60
    damage points. All this will be for 60 seconds, but this will turn the tide
    of the battle in your favour. If you are using a fleet of capital ships 
    using a lot of abilities, this basically just increased the amount of 
    abilities that you can use by a fair amount. This is truly the finest hour
    of your fleet if you use this. 
    
    The Kol Battleship is the workhorse of the capital ships, it is the best in
    terms of direct combat that the TEC has to offer. This battleship can easily
    take on frigates and cruisers, it can alone clear out a system of the natives
    without taking too much damage or supporting ships. This should be the main
    capital ship of any fleet, and with their Finest Hour ability, 
    
    
    Sova Carrier
    
    Faction       = TEC
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2850
    Shields       = 1075
    Antimatter    = 270
    Armour        = 4
    Weapon Damage = Fore Laser (3), Side Lasers (30), Bomb (37)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 2 Squadrons Initially, Maximum of 7 Squadrons
    
    --==Abilities==--
    
    Missile Battery
    
    Antimatter Cost = 125
    Cooldown (secs) = 50
    Range           = 0
    Duration (secs) = 60
    
    This basically creates a stationary missile battery, which has two purposes,
    to be placed and to attack whatever the fleet is attacking, which is always
    helpful, more firepower doesn't bother me, and the second is that it will
    be able to attack any ships that are attacking your fleet, so if you want to
    cover a retreat, this is a nice way to do so, and who knows, the missile 
    battery may be able to take down a few of the enemy attackers. 
    
    Embargo
    
    Antimatter Cost = 85
    Cooldown (secs) = 120
    Range           = 0
    Duration (secs) = 120
    
    This is where you move into another planet's gravity well, and what this does
    is to increase the build time for all ships and structures by 30%, which is
    a fair amount of time as well as disabling the phase jump drives of all trade
    ships, rending their trade port useless. Finally, it will steal money from 
    the planet, which means more income for you. This is why this ability is so 
    nice to use, it isn't going to hurt the enemy's fleet, but it will take down
    their trade income. Best used on desert or terran planets with a large 
    population for more theft of money. 
    
    Heavy Fighters
    
    Passive Ability
    
    This will increase the damage dealt by all the squadrons of strike craft
    based on the Sova Carrier by 10% and it will also increase their armour by
    1 point. This will basically increase damage and the durability of the
    fighters, making them survive that much longer and being able to do more
    damage. Remember, there is a maximum of 7 squadrons on the Sova, so that
    little bonus is a fair amount of damage.
    
    Rapid Manufacturing (Accessible at Level 6 Only)
    
    Antimatter Cost = 120
    Cooldown (secs) = 120
    Range           = 0
    Duration (secs) = 45
    
    This will decrease the build time for all the friendly ships and structures
    by a nice 30%, which gives you the ability to quickly build and reinforce 
    your position with more and fresh troops. This will also allow the Sova
    carrier to build new squadrons instantly, and that also means that it will
    replace new strike craft immediately, and that means you can dish out more
    damage and do it faster. 
    
    The Sova Carrier is more of an economic than military fighter than anything
    else, though their squadrons can be considered attacking and they do have a 
    powerful broadside. That is one thing, but it can also boost your production
    whilst hindering and stealing from the enemy and their production. This is 
    more of a support battleship than anything else, but it is a capital ship
    and will be able to hold its own in a fight, but this is used mainly for 
    defence and support.
    
    
    Akkan Battlecruiser
    
    Faction       = TEC
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 3150
    Shields       = 1000
    Antimatter    = 260
    Armour        = 3
    Weapon Damage = Fore Lasers (14), Autocannon (11), Side Lasers (25), Bomb (40)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 1 Squadron Initially, Maximum of 3 Squadrons
    
    --==Abilities==--
    
    Colonise
    
    Antimatter Cost = 90
    Cooldown (secs) = 120
    Range           = 5000
    Duration (secs) = 0
    
    This is interesting because this ship can colonise planets. This is actually
    more useful because instead of sending in a colony ship after you have cleared
    out a hostile planet, one of your capital ships can do it instead. This 
    removes the need for the colony frigate nearby so you can colonise conquered
    planets and saves some fleet supply for you. This is a nice touch, you don't
    need to worry about a vulnerable colony frigate on your rampage through 
    someone else's colonial empire. 
    
    Ion Bolt
    
    Antimatter Cost = 85
    Cooldown (secs) = 10
    Range           = 7000
    Duration (secs) = 3
    
    This is exceptionally powerful, and one of the best of the TEC abilities
    because this will disable the ship or structure entirely. They cannot move
    or fight back, they cannot use any ability or build in the case of buildings
    and constructors. This is useful if you are in a large fight and have weakened
    an enemy battleship that they are retreating, you can stop them and finish it
    off, and this is important because if you look at the cost of the capital 
    ship, that is a lot of money and they are going to be hurting. 
    
    Targeting Uplink
    
    Passive Ability
    Range           = 8000
    
    This ability grants the Battlecruiser the ability to increase the weapons 
    range of all nearby ships, if you consider the range of 8000 to be nearby,
    by a further 6%, and more important, it will increase the chance of hitting
    the enemy by a further 5%, which is quite useful. Note that this is a passive
    ability, it is on all the time, so if you are using several capital ships, 
    this will have a large important because a hit from a capital ship is quite a
    fair amount of damage to say the very least. I hope you aren't on the 
    receiving end of this attack.
    
    Armistice (Accessible at Level 6 Only)
    
    Antimatter Cost = 150
    Cooldown (secs) = 180
    Range           = 12000
    Duration (secs) = 60
    
    No, this is not an ability for the "cheese-eating, surrender monkeys" as
    Groundskeeper Willy would put it, but instead, this will make the Akkan
    Battlecruiser invulnerable, unable to take damage at all, and it will disable
    all the abilities of ships within the range of the ability. Although this will
    only last a minute, remember that your fleet will be dishing out the damage.
    And that isn't the best part, all weapons are disabled as well. So this is a 
    very powerful ability, it will make the enemy fleet useless, so they either 
    flee, or stand and watch. I hope you have a large fleet with you to cut off
    their escape, because that is exactly what they are do. If you see an Akkan
    battlecruiser moving near the centre of your fleet, I'd advise that you check
    the level and if it is 6 or above, you'd turn around and run. 
    
    The Akkan Battlecruiser is a pure support capital ship, it will support a 
    large fleet rather than directly taking itself into battle, but it can hold
    its own. This is a nice starting ship, given the colonise ability, and with
    armistice, it can make the enemy fleet from a proud standing fleet into a 
    pile of rubble. This is a must have for any decent fleet because Ion Bolt is
    more than useful, it is almost a necessary for a large fleet, because the 
    enemy will most likely flee from your fleet, and if you stop them, they are
    dead. 
    
    
    Dunov Battlecruiser
    
    Faction       = TEC
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2800
    Shields       = 1125
    Antimatter    = 280
    Armour        = 4
    Weapon Damage = Autocannon (6), Laser (34), Missile (6), Bomb (43)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = z Squadrons Initially, Maximum of 3 Squadrons
    
    --==Abilities==--
    
    Shield Restoration
    
    Antimatter Cost = 90
    Cooldown (secs) = 16
    Range           = 6000
    Duration (secs) = 0
    
    This is a must have for any decent fleet commander, this will target a ship
    or structure and instantly give it 350 shield points. This is useful on all
    ships, frigates to capital ships, though it is more useful to frigates given
    their lack of health. It has a longish cooldown for something that should be
    used in the midst of battle, but it will make your fleet last longer. A decent
    support ability to say the least. 
    
    EMP Charge
    
    Antimatter Cost = 100
    Cooldown (secs) = 50
    Range           = 4500
    Duration (secs) = 150
    
    This is a strange ability, because you are using so much antimatter to kill
    off so little, but there are some uses for it, it can be used to prevent a 
    colony frigate from taking over a planet, as well as denying the ability for
    a capital ship to use their own abilities on you, which is quite useful 
    because, like I have said many times, capital ships have a severe dependance 
    on antimatter. Anyway, it will kill off 50 antimatter, which is a poor trade
    in my book.
    
    Magnetize
    
    Antimatter Cost = 80
    Cooldown (secs) = 15
    Range           = 1000
    Duration (secs) = 10
    
    This is interesting because this will disable all the abilities on your target
    and any strike craft that are near it will collide with the target and this is
    where it goes interesting. Your own strike craft will be seeming attracted. 
    Although it is free, strike craft take some time to ready up, and it all 
    depends if you are ready to risk bombers to dish out some damage on the enemy.
    This is a poor ability for some commanders, who like using strike craft, but
    it can be a clever use if you use the enemy's own strike craft against them.
    
    Flux Field (Accessible at Level 6 Only)
    
    Antimatter Cost = 125
    Cooldown (secs) = 180
    Range           = 4000
    Duration (secs) = 60
    
    This ability basically increases the antimatter cost for all abilities by a 
    grand total of 300% against all nearby craft. This is exceptionally useful
    in large battlee involving enemy capital ships because like I have banged on
    about before two paragraphs ago, capital ships need and drink antimatter and
    you need to make sure that you have as much as you can as well as denying
    as much as possible to the enemy. It also is useful against colony ships given
    their cost of 90 antimatter to take control of a planet. 
    
    The Dunov Battlecruiser is a strange support capital ship, it is fixated on 
    draining as much of the enemy's antimatter as possible. However, shield 
    restoration is a nice bonus for any large fleet, and could mean life and 
    death for ships as it will buy some time to repair the damage done with those
    300 shield points. However, compared to the other TEC capital ships, their
    ultimate power seems a little weak if you ask me. But that is just my opinion,
    maybe you dislike strike craft and like stealing antimatter, everyone has a 
    different playing style. 
    
    
    Marza Dreadnought
    
    Faction       = TEC
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2875
    Shields       = 1150
    Antimatter    = 235
    Armour        = 4
    Weapon Damage = Missile (28), Autocannon (12), Laser (14), Bomb (54)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 0 Squadrons Initially, Maximum of 1 Squadron
    
    --==Abilities==--
    
    Radiation Bomb
    
    Antimatter Cost = 85
    Cooldown (secs) = 12
    Range           = 6000
    Duration (secs) = 5
    
    The Radiation Bomb basically fires a bomb at the target, hitting it for 125
    damage in a single shot, and from there, it will continue hitting the enemy
    for a fair 7 damage a second to that ship and all nearby ships for a small
    period of time. Now that is a nice amount of damage for an ability and the
    continued damage from the radiation helps your fleet battle the enemy fleet.
    Every little bit of damage helps. 
    
    Raze Planet
    
    Antimatter Cost = 90
    Cooldown (secs) = 40
    Range           = 5000
    Duration (secs) = 0
    
    This fires a nice bomb at the planet, hitting it for 80 damage, and the
    better thing is that it also kills of 10 population, which will give a faster
    drop in tax income faster. This is useful because your will be using the 
    Marza Dreadnought to blow up planets, this is more along the lines of the
    planet bombardier because of their bombs and their damage that their bombs
    will do. However, save using it until you get more powerful versions of it,
    as to not waste the precious antimatter.
    
    Incendiary Shells
    
    Passive Ability
    
    This is a nice ability, it will increase the damage done from the Marza's
    weaponry by 3, which is a nice boost, because your weapons will be running
    off the rails extremely quickly. This is a nice boost because there is a 
    rather load reload time for your weaponry, and every little bit counts. 
    Hey, if it helps, then I don't see a problem with it. If only you could see
    how many ships have escaped from my fleet with their health in the lone
    digits.
    
    Missile Barrage (Accessible at Level 6 Only)
    
    Antimatter Cost = 150
    Cooldown (secs) = 240
    Range           = 10000
    Duration (secs) = 0
    
    This is a powerful ability, it will fire missiles to everything in the
    range of the Dreadnought, and what this will do is hit them all for 150
    damage. Now this may not be a lot to severely cripple a ship, but that
    little 150 gives you a little headstart in damaging the enemy. However,
    make sure that this is used properly, such as when a crippled fleet is
    fleeing, and don't waste it on damaging property, you have far more 
    powerful weapons for that.
    
    The Marza Dreadnought is basically the heavy artillery of the TEC capital
    ships, it is there to dish out and hit the planets, though it is more than
    capable of taking on enemy fleets with their powerful weaponry. As long as
    the craft has enough antimatter, it will be able to perform its job. This
    ship should be used alongside the Kol Battleship if you want to make sure
    that the enemy will be demolished. The Kol Battleship will take on the targets
    in close range, and the Marza will take it from a good distance. 
    
    
    				--==Advent==--
    
    Radiance Battlecruiser
    
    Faction       = Advent
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2200
    Shields       = 1750
    Antimatter    = 240
    Armour        = 4
    Weapon Damage = Beam (15), Laser (26), Plasma (10), Bomb (43)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 0 Squadrons Initially, Maximum of 2 Squadrons
    
    --==Abilities==--
    
    Detonate Antimatter
    
    Antimatter Cost = 60
    Cooldown (secs) = 20
    Range           = 4500
    Duration (secs) = 20
    
    This is interesting, it will denonate a target's antimatter reserve and
    deal damage to the ship in question. It will dish out a minor 12 damage when
    it hits the enemy, but it will dish out just about 17 damage per second
    after that for a short period of time, so that is quite a fair amount of
    damage that we are talking aoubt. Of course, you will need to make sure
    that the target actually has some antimatter to detonate. This will also
    turn off all abilities that are antimatter based for that same period of 
    time as well, so this is a rather handy ability.
    
    Animosity
    
    Antimatter Cost = 65
    Cooldown (secs) = 35
    Range           = 3000
    Duration (secs) = 20
    
    This is an ability that forces all the enemy ships that are within the 
    range of this ability to shift all their fire onto the battlecruiser, and
    although this is a nice way to protect your allies, if you are facing a 
    large fleet, you are looking at a large fleet and a hell of a lot of 
    incoming fire and that isn't going to be health, considering that the ship
    isn't very heavily armoured. Also, if you are fighting a large fleet, you
    are going to see your battlecruiser targeted first anyway, so this is not
    all that useful. 
    
    Energy Absorption
    
    Passive Ability
    
    This is quite a nice ability, it will convert all incoming fire that is 
    energy based, such as lasers and beams, and 5% of that damage is converted
    into antimatter, as well as adding 1 point to armour. This is quite useful
    if used in conjunction with the animosity ability, and incoming fire will
    increase your antimatter reserves. A normal laser beam will end up giving
    you about 1 antimatter point, but that does add up. You will need a lot of
    antimatter to use the next ability.
    
    Cleansing Brillance (Accessible at Level 6 Only)
    
    Antimatter Cost = 150
    Cooldown (secs) = 75
    Range           = 8000
    Duration (secs) = 8
    
    This ability dishes out 250 damage to all ships within the range of the
    ability, and this is quite powerful, regardless of the antimatter cost. 
    This is best used against an retreating enemy fleet what has been severely
    crippled, and this should knock out a few ships at least. This is powerful
    and if you can plan it, you can use this at the start of a battle, and 
    hopefully, the antimatter will build up and you can use it again, turning
    the tide of the battle hopefully to you. 
    
    The Radiance Battlecruiser is quite the frontline fighter, but it lacks
    any supporting abilities that makes it a fleet player, it is more of a ship
    geared to fight the war itself. Compared to the Kol Battleship, I think the
    Kol comes out on top, mainly for their powerful ultimate abilities of the
    Finest Hour. Cleansing Brillance might be powerful, but 250 damage is not
    a lot for a large fleet, they will fight on and still win if that is what
    the fleet was built for. 
    
    
    Relevation Battlecruiser
    
    Faction       = Advent
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2075
    Shields       = 1400
    Antimatter    = 234
    Armour        = 4
    Weapon Damage = Laser (18), Plasma (29), Bomb (50)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 1 Squadron Initially, Maximum of 2 Squadrons
    
    --==Abilities==--
    
    Reverie
    
    Antimatter Cost = 75
    Cooldown (secs) = 15
    Range           = 8000
    Duration (secs) = 20
    
    This isn't a Kings of Leon song, this is an ability where the target is 
    totally disabled, it will shut down their engines, weapons, abilties, 
    everything will be shut down. This is an excellent time for you to take
    them out quickly, because if they sustain too much damage, they will
    snap out of this ability, and they will normally tend to flee, so if
    you want to hit them, hit them hard. 
    
    Guidance
    
    Antimatter Cost = 75
    Cooldown (secs) = 20
    Range           = 6000
    Duration (secs) = 15
    
    This is a friendly support ability, basically, this will boost the 
    target ship be reducing the cooldown of their weaponry by a nice 40%, and
    that means that they can fight a lot harder for the time that they are
    effected. This works well on capital ships because those ships have long
    recharge times and as such, it will be necessary to boost their refire rate
    as much as you can. 
    
    Clairvoyance
    
    Antimatter Cost = 80
    Cooldown (secs) = 20
    Range           = 0
    Duration (secs) = 50
    
    This is more of an intelligence ability than anything else, because for a
    short period of time, you can view a planet of your choice. Now, this is a 
    very nice ability that you want to use before you head into a battle, so you
    can scout out the power of the enemy forces there to make sure that you aren't
    walking into a nice trap.
    
    Provoke Hysteria (Accessible at Level 6 Only)
    
    Antimatter Cost = 150
    Cooldown (secs) = 180
    Range           = 5000
    Duration (secs) = 40
    
    This is quite a useful ability, it will damage the population and the health
    of the planet by 1% per second, which at the end, is quite a lot of people
    dead and the planet hit pretty hard. This is why this craft is such a powerful
    and dangerous ship and one that you want to take out extremely quickly because
    it will take down ships, and scout out the targets, and then move in for the
    kill. This is a great anti planet attack. 
    
    This ship is exceptionally powerful against the enemy and is best used as the
    spearhead for the destruction of colonies and the capturing of planets. Before
    you move in, you can scout the planet you want to take out, and then move in 
    and take out the enemy forces surrounding the area, supporting your own forces
    as well as stopping the enemy from fleeing. Then, blow up the planet and cause
    them a hell of a lot of damage, wait for the antimatter to recharge and then
    continue. It is an unstoppable one ship fleet.
    
    
    Progenitor Mothership
    
    Faction       = Advent
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2350
    Shields       = 1450
    Antimatter    = 265
    Armour        = 3
    Weapon Damage = Laser (18), Plasma (30), Bomb (40)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 1 Squadron Initially, Maximum of 3 Squadrons
    
    --==Abilities==--
    
    Colonise
    
    Antimatter Cost = 90
    Cooldown (secs) = 120
    Range           = 5000
    Duration (secs) = 360
    
    This is interesting because this ship can colonise planets. This is actually
    more useful because instead of sending in a colony ship after you have cleared
    out a hostile planet, one of your capital ships can do it instead. This 
    removes the need for the colony frigate nearby so you can colonise conquered
    planets and saves some fleet supply for you. This is a nice touch, you don't
    need to worry about a vulnerable colony frigate on your rampage through 
    someone else's colonial empire. I got bored of actually writing out the same
    thing thousands of times over, so this is a copy and paste job. 
    
    Malice
    
    Antimatter Cost = 90
    Cooldown (secs) = 20
    Range           = 8000
    Duration (secs) = 20
    
    This is a strange ability, it will damage the enemies in range by 8% of their
    total health, but only works if you only attack a single target. This is 
    quite strange, but is workable in a battle. However, the problem is that
    the ship has side guns and rear guns, and you want to be hitting as much as
    you can with all available weapons, so the ability is counter productive 
    to say the least. Maybe there are some people out there who like this ability,
    I have no idea on how this is practical. 
    
    Shield Regeneration
    
    Antimatter Cost = 100
    Cooldown (secs) = 20
    Range           = 3000
    Duration (secs) = 8
    
    This basically targets a target ship and it generates nearly 38 shield points
    per second, and even for 8 seconds, that is a fair amount of shield points we
    are talking about, it is a total of 300 points for a total of 8 seconds, and 
    for some ships, that means a full bar of shields are back on after a lack of
    it, which makes this a nice supporting ability. This is one of the more useful
    of the abilities of this mothership. I wonder what is actually inside this 
    capital ship anyway.
    
    Resurrection (Accessible at Level 6 Only)
    
    Antimatter Cost = 100
    Cooldown (secs) = 120
    Range           = 5000
    Duration (secs) = 0
    
    This is a resurrection ability, it is to revive a fallen capital ship, and 
    this will resurrect the crew of the destroyed capital ship, and their level
    will be transferred to a target capital ship of your choosing, of course, it
    is pointless to resurrect it to your own considering that you are already on
    level 6, given that it is the level that you need to be at to use this
    ability in the first place. Remember that this isn't all that useful because
    how many high level capital ships will be ambushed like that? This is one of
    the worst ultimate abilities in my opinion.
    
    The Mothership is a powerful ship indeed, and has some redeeming qualities
    about it, but the fact that malice and resurrection are abilities that do not
    make this ship all that useful, rather, those two abilities will be rather 
    worthless. My only problem is the ulitmate ability, there are many powerful
    ones out there and all can be used, but this one is largely situational, 
    because if you do not have a destroyed capital ship at a high level, which a 
    good commander would not have, it is useless. Smart commanders scout out the
    planet they will be attack to make sure they will not be walking into an 
    ambush. Also, the only ships to be destroyed are those of a lower level, not
    a high level. It could be useful, but I find it far to situational. 
    
    
    Halcyon Carrier
    
    Faction       = Advent
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2075
    Shields       = 1600
    Antimatter    = 270
    Armour        = 3
    Weapon Damage = Laser (14), Beam (20), Bomb (37)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 2 Squadrons Initially, Maximum of 6 Squadrons
    
    --==Abilities==--
    
    Telekinetic Push
    
    Antimatter Cost = 90
    Cooldown (secs) = 10
    Range           = 4200
    Duration (secs) = 15
    
    This is more of one that is dedicated against enemy strike craft, it 
    basically repels all strike craft near the craft, and not only that, it
    will damage them with 20 points of damage, and that will cripple them, 
    and if that wasn't enough it will decrease the acceleration and the speed
    of the craft by 25%. However, they doesn't mean that they are gone, you
    are focusing on the result, but you are not cutting off the source of the
    problem, the carrier or hangar. That will be a better target.
    
    Adept Drone Anima
    
    Passive Ability
    
    This is a nice ability, all the squadrons of your carrier will have an
    extra ship, and that might not be a lot for a single squadron, but if you
    have 6 squadrons of bombers, that is an extra squadron of bombers right
    there, so effectively, you have just over 7 squadrons of bombers. This 
    makes sure that the enemy will suffer, though there is a problem, that 
    effectively lights up a target sign over this carrier like nothing else.
    With light armour and weak shields and hull points, you can bet this
    will be the first target.
    
    Amplify Energy Aura
    
    Passive Ability
    Range           = 8000
    
    This is an interesting ability, it will basically decrease the cooldown 
    time of all your weapons and all of your friendlies in that range of the
    ability by a nice percentage of 8%. This is rather useful as a passive
    ability for a big fleet, since any cooldown will make more damage hit the
    enemy and that means that the enemy ship dies faster. Of course, you might
    need to stop them from escaping. 
    
    Anima Tempest (Accessible at Level 6 Only)
    
    Antimatter Cost = 150
    Cooldown (secs) = 180
    Range           = 0
    Duration (secs) = 0
    
    This will create a large amount of strike craft squadrons to appear out of
    no where and attack the enemy. They are all basically illusions, but they
    can still do a hell of a lot of damage, so if the enemy doesn't have anything
    in the form of flak defence, then this will be useful. However, I guess
    that if you are attacking or defending with this capital ship, there are 
    going to be a lot of attackers or defenders that you need to overwhelm. This
    is rather interesting and depends on how you use it. 
    
    This is one hell of a powerful carrier, and this is one where you want to keep
    it on the rear. You should not send it to the frontline because if you do, I
    can bet you that the carrier will be the main target for all enemy forces, it 
    is far too big a threat to not target it. Therefore, make sure that it is well
    protected or else you will be losing a nice capital ship. 
    
    
    Rapture Battlecruiser
    
    Faction       = Advent
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2100
    Shields       = 1625
    Antimatter    = 280
    Armour        = 4
    Weapon Damage = Beam (9), Plasma (20), Laser (11), Bomb (43)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 1 Squadron Initially, Maximum of 3 Squadrons
    
    --==Abilities==--
    
    Vertigo
    
    Antimatter Cost = 75
    Cooldown (secs) = 20
    Range           = 4500
    Duration (secs) = 25
    
    No, clicking this won't lead to a U2 song, but rather, it will increase the 
    cooldown rate of a target frigate or a strike craft squadron by 10%, which is 
    always nice as it means far less damage, but it will also decrease the chance
    of the target ship or squadron to hit their target by 10%, which means that 
    there is more of a chance that your ship can evade fire from those ships that
    have been targeted. This is a handy ability on a ship, but you should always 
    want to target cruisers and more importantly, capital ships. 
    
    Vengeance
    
    Antimatter Cost = 75
    Cooldown (secs) = 30
    Range           = 6000
    Duration (secs) = 0
    
    This is a nice ability, this is when a targeted ship is attacking you, what
    this ability does is that 40% of that damage that the targeted ship is dishing
    out at you will be fired back at the ship firing. That means, 40% of the 
    damage they are dishing out goes back to them, and this is on top of the 
    normal damage of your weaponry, which makes this a nice ability, and without
    a duration limit, this will continue until that ship dies, so it is a hell of
    a nice ability. And if it something like a capital ship attacking, that is a
    lot of their damaging coming back to haunt them.
    
    Concentration Aura
    
    Passive Ability
    Range           = 8000
    
    this is one that you would want to use in conjunction with the carrier, what 
    it will do is increase the damage of all strike craft by 10%, and given that
    the carrier has a large amount of bombers that it can carry, that is a whole
    world of hurt that is sitting right there. This is basically a combination
    move that you should take. This is rather useful as a support ability, but 
    this ship doesn't sit back and becomes a support ship just for the vengeance
    ability. 
    
    Domination (Accessible at Level 6 Only)
    
    Antimatter Cost = 150
    Cooldown (secs) = 90
    Range           = 6000
    Duration (secs) = 0
    
    This is a nice ability to play with, it will capture a frigate belonging to 
    the enemy and you will own the frigate permanently, which is rather 
    interesting, depending on how you use it. How you use this ability is up
    to you, but here are some suggestions. Try taking control of missile
    frigates and using them to attack their former fleet from a nice range, and
    that will tear them apart. Or take over a colony frigate and colonise that
    planet in your name, not of the enemy. The possibilities are endless, it is
    what your imagination can think of that will limit you.
    
    This is a nice ship to play with, it is designed to be a supporting ship 
    in the fleet, though it is out of place with the vengeance ability, but still,
    the abilities will make sure that the ship is a valuable ship in the fleet.
    Make sure that domination is used properly, and you will have an unstoppable
    fleet on your hands, although there is a problem because the ships of the 
    Advent are rather weak and not heavily armoured. 
    
    
    				--==Vasari==--
    
    Kortul Devastator
    
    Faction       = Vasari
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2650
    Shields       = 1425
    Antimatter    = 225
    Armour        = 5
    Weapon Damage = Pulse Beam (30), Wave (12), Phase Missiles (6), Bomb (45)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 1 Squadron Initially, Maximum of 2 Squadrons
    
    --==Abilities==--
    
    Power Surge
    
    Antimatter Cost = 60
    Cooldown (secs) = 30
    Range           = 0
    Duration (secs) = 20
    
    This ability will reduce the cooldown of the weaponry onboard the Kortul
    Devastator by a nice 25%, and this will also increase the rate in which the
    shield points are regenerated by a nice 75%, which means that while you fight,
    using this ability will increase the amount of times you can fire within the
    duration of the ability as well as increasing the regeneration rate of the
    shields by 75%. This is a great ability because this ship will be used mainly
    on the front lines, and this is going to be useful. Very useful.
    
    Jam Weapons
    
    Antimatter Cost = 75
    Cooldown (secs) = 15
    Range           = 3500
    Duration (secs) = 15
    
    This is one of the abilties that is exceptionally useful for carrier hunting,
    this will render all strike craft useless, and take gives this ship time to
    go after the carrier ships and that also makes it very useful in being a 
    carrier hunter, because carriers often don't have a large amount of weaponry
    or defences, and with their primary defence gone, you can go for the kill with
    this weapon. Make sure that you use this when you see a carrier, otherwise, it
    will be too late. 
    
    Disruptive Strikes
    
    Passive Ability
    Duration (secs) = 10
    
    This is useful against other capital ships because all it does is increase
    the ability cooldown of the target ship by 10% and it will also decrease their
    antimatter stores by 8. Now that isn't a lot, but the less antimatter that
    they have, the less they have in terms of changing the tide in their favour
    and this is a good way to prevent strong capital ships of unleashing their
    ultimate ability. However, this does not mean that when the time is up, the
    enemy won't come back and use it on you. Though the more strikes you can get
    off, the better for you.
    
    Volatile Nanites (Accessible at Level 6 Only)
    
    Antimatter Cost = 150
    Cooldown (secs) = 180
    Range           = 6000
    Duration (secs) = 60
    
    This is a very useful support ability, it will decrease the damage dealt by
    all ships inside the radius by 30% for the duration, and that means that you
    will be able to fight for longer if you are suffering heavy enemy fire, and
    if that wasn't enough, when one of those enemies are destroyed, they will
    hit all nearby ships with 150 points of splash damage, and that makes it a 
    nice way to kill enemies by concentrating fire on the enemy and forcing them
    to explode and using their own ships against them.
    
    
    Skirantra Carrier
    
    Faction       = Vasari
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2475
    Shields       = 1275
    Antimatter    = 250
    Armour        = 4 
    Weapon Damage = Wave (9), Phase Missiles (12), Bombs (35)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 2 Squadrons Initially, Maximum of 6 Squadrons
    
    --==Abilities==--
    
    Repair Cloud
    
    Antimatter Cost = 100
    Cooldown (secs) = 12
    Range           = 3000
    Duration (secs) = 10
    
    This is a nice ability, it will repair all friendly ships within the range of
    the ability by a nice 20 hull points per second, so if you move closely 
    towards the frontline, this will repair all your friendly ships by a maximum
    of 200 hull points, and that can make a big difference to frigates and 
    sometimes, cruisers as well, and it could be a difference in the battle as
    a little bit goes a long way. Like I said, I've seen ships that have escaped
    on the digits, so imagine if they fought a little longer. 
    
    Scramble Bombers
    
    Antimatter Cost = 100
    Cooldown (secs) = 60
    Range           = 0
    Duration (secs) = 0
    
    This is a nice touch, it will launch a set of bombers for a short period of 
    time and this will do some damage for you before they have to be recalled
    since they are emergency bombers, they are not permanent, unfortunately. 
    Make sure that you make full use of your little prize, else you will be 
    wasting a squad of bombers for no reason. This is useful if you already have
    a large amount of bombers out, and make sure that they are targeting something
    valuable, such as a capital ship, and make sure that they pay dearly.
    
    Microphasing Aura
    
    Antimatter Cost = 0
    Cooldown (secs) = 0
    Range           = 8000
    Duration (secs) = 1
    
    This is interesting, because what it will do is to teleport all of the strike
    crafts that are under your control to a different location where they cannot
    be reached by the enemy, and this is interesting, because I fail to see the
    point of it. If you lose a set of strike craft, just rebuild another one from
    the carrier, there isn't much of a rush to warrant this ability. Not only 
    that, you would expect bombers to be in harms way, after all, they are 
    attacking an enemy, and no enemy would go down without a fight, right?
    
    Replicate Forces (Accessible at Level 6 Only)
    
    Antimatter Cost = 125
    Cooldown (secs) = 180
    Range           = 6000
    Duration (secs) = 0
    
    This is a nice ability, it will require you to target an allied frigate and
    this will make an exact copy of it. That means that you have two of the same
    frigate, and although it is only a frigate, it still saves you a fair amount
    of resources and you get to add some more firepower to your forces, and that
    is a nice touch. Make sure that you get full use out of it, so get something
    like a Skirmisher or Assailant for your effect. 
    
    This is a nice ship to play with, it has a very good support rating given 
    that is can get a boost for all nearby ships and can send bombers to defend
    itself. It also can boost your forces, either healing them or creating new
    units to play with, as well as making sure that the bombers under your
    charge stay out of harms way. This is a well rounded carrier, and it is to
    note that all carriers are extremely useful, and dangerous, depending on
    which end of the ship you are looking at. 
    
    
    Jarrasul Evacuator
    
    Faction       = Vasari
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2800
    Shields       = 1150
    Antimatter    = 250
    Armour        = 3
    Weapon Damage = Waves (13), Pulse Beam (19), Rear Waves (5), Bomb (40)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 1 Squadron Initially, Maximum of 3 Squadrons
    
    --==Abilities==--
    
    Colonise
    
    Antimatter Cost = 90
    Cooldown (secs) = 120
    Range           = 5000
    Duration (secs) = 240
    
    This is interesting because this ship can colonise planets. This is actually
    more useful because instead of sending in a colony ship after you have cleared
    out a hostile planet, one of your capital ships can do it instead. This 
    removes the need for the colony frigate nearby so you can colonise conquered
    planets and saves some fleet supply for you. This is a nice touch, you don't
    need to worry about a vulnerable colony frigate on your rampage through 
    someone else's colonial empire. I got bored of actually writing out the same
    thing thousands of times over, so this is a copy and paste job. However, there
    is a twist, it will decrease the build time for all structures by 20%, and 
    this is why there is a duration timer for this ability. 
    
    Gravity Warhead
    
    Antimatter Cost = 100
    Cooldown (secs) = 25
    Range           = 6000
    Duration (secs) = 12
    
    This is a nice ability, it will decrease the acceleration of the ship by 60%
    and decrease the speed of the ship overall by 30%. But we are not done yet, 
    the phase jump ability of the targeted ship will be removed, and this gives
    it just enough time for you to take out the enemy who is fleeing from you, or
    you are fleeing from it, to escape without taking too much damage. Ah, there
    are so many ways to use these abilities aren't there?
    
    Nano-Disassembler
    
    Antimatter Cost = 75
    Cooldown (secs) = 12
    Range           = 6000
    Duration (secs) = 20
    
    This is a great ability to use, it will decrease the armour by 2 on a ship
    of your choosing, and they will take 30 damage per second, which is useful
    if you are taking on a capital ship, not only would it take 600 damage 
    overall, but the armour will be decreased significantly, given that armour
    will only ever reach 5 normally, and that will increase the amount of hull
    damage that it will take. A very good support ability. 
    
    Drain Planet (Accessible at Level 6 Only)
    
    Antimatter Cost = 150
    Cooldown (secs) = 180
    Range           = 6600
    Duration (secs) = 30
    
    This will require you to pick a planet, and it will take 45 damage per
    second, and although it is just not enough to take down a planet on 1500
    health, it is a hell of lot of damage for a single ability. It will also
    drain resources from it, a drain of 15 per second, although the resource
    will normally be credits, it is money none the less right? And money does
    determine on what you can purchase anyway. This is a rather handy ability
    if you are low on funds, or you are bombarding a planet. It is enough of a 
    bonus anyway. 
    
    This ship, although it looks like a block, it quite a powerful ship if 
    you level it up, and is a great support ship, it can slow down an enemy
    ship as well as damaging the enemy. It's ultimate ability is rather nice
    as well, you are basically stealing off the enemy, and that makes it a 
    very nice bonus for attacking and being aggressive. You just have to get 
    past that ugly look though. 
    
    
    Antorak Marauder
    
    Faction       = Vasari
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2350
    Shields       = 1225
    Antimatter    = 280
    Armour        = 4
    Weapon Damage = Pulse Beam (12), Phase Missiles (10), Wave (12), Bomb (40)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 1 Squadron Initially, Maximum of 3 Squadrons
    
    --==Abilities==--
    
    Phase Out Hull
    
    Antimatter Cost = 60
    Cooldown (secs) = 5
    Range           = 7000
    Duration (secs) = 6
    
    This is an interesting ability, this will make a target enemy invulnerable
    to damage, and that means that they cannot take any damage, but the enemy
    sihp in return is stopped completely and they are disabled, and thus, stuck
    there. The only reasons for doing such a thing is to freeze a powerful 
    capital ship and escape or to see a target so your troops can catch up and
    shoot down the ship. Well, I'll leave the tactics and uses of this ability
    up to you. 
    
    Distort Gravity
    
    Antimatter Cost = 65
    Cooldown (secs) = 45
    Range           = 5000
    Duration (secs) = 30
    
    This is interesting, you will have all nearby ships gain a 33% speed 
    bonus, which is nice, a 50% bonus to your acceleration of the ships, it
    will make all your ships in the range of the ability will be immune to 
    the effect of phase jump inhibitors, and finally, because phase jumps 
    require an angle in which you need to jump, that is increased by 8%, so
    it would be be easier to escape. This is a nice ability, and this is one
    for you to either catch up and jump to attack a fleeing fleet or to flee
    yourself. It seems that all abilities either are good for fleeing or to
    chase. 
    
    Subversion
    
    Antimatter Cost = 100
    Cooldown (secs) = 50
    Range           = 5000
    Duration (secs) = 300
    
    This ability will target a planet and it will increase the build time
    of all structures and all ships in that planet's gravity well by a nice
    15%, and that could be handy as it might result in less enemy reinforcements
    popping out of the factories, forcing your ships to target and destroy fresh
    troops, and that is both a waste of time when you could be demolishing a
    colony, and it piles on more damage. A nice ability none the less.
    
    Stabilize Phase Space (Accessible at Level 6 Only)
    
    Antimatter Cost = 100
    Cooldown (secs) = 120
    Range           = 0
    Duration (secs) = 75
    
    This will spawn a Phase Stabilizer at your current location, and although I
    will talk about this when we take about the phase stabilizer, but when you
    have two phase stabilizers, your units can travel between those two structures
    without having to go through any other phase lanes. This is useful as your
    ship clears a path, and sets up an entry for the rest of your fleet to move
    in and join the party.
    
    This ship is quite a powerful little puppy, and the stabilize phase space 
    ability is exceptionally useful, you can send in a small, but specialised
    force to take out the planet or sneak into a backdoor, and then jump in the
    rest of the fleet without any means of the enemy intercepting the fleet when
    it is nothing but a direct jump. This is where the ship will excel, and it is
    a hell of a powerful support craft. 
    
    
    Vulkoras Desolator
    
    Faction       = Vasari
    Cost          = 3000 Credits, 400 Metal, 250 Crystals
    Health        = 2525
    Shields       = 1350
    Antimatter    = 235
    Armour        = 4
    Weapon Damage = Pulse Beam (10), Phase Missiles (24), Wave (7), Bomb (53)
    Supply Needed = 50
    Good Against  = Everything
    Weak Against  = Nothing
    Researchables = Nil
    Supports      = 0 Squadrons Initially, Maximum of 1 Squadron
    
    --==Abilities==--
    
    Phase Missile Swarm
    
    Antimatter Cost = 90
    Cooldown (secs) = 15
    Range           = 5000
    Duration (secs) = 0
    
    This is a powerful ability, it will dish out 200 damage to all enemy 
    targets inside the range of the ability by launching a large amount of phase
    missiles into space. This is a great way to start or finish off a battle, and
    with such a long range, it is bound to take out or weaken a few ships at 
    least, and that means that your fleet can move in and hopefully mop up the
    rest of the fleet. And this is just a normal ability, to think that this was
    the ultimate ability of some ships. 
    
    Deploy Siege Platform
    
    Antimatter Cost = 100
    Cooldown (secs) = 55
    Range           = 2600
    Duration (secs) = 0
    
    This siege platform that you will deploy will have exceptionally powerful
    because it is a structure that can help you bombard a planet. This will 
    serve a role as artillery, and given that this ship excels at taking out
    enemy planets, this will be useful as a little bonus in taking out the
    enemy. Of course, the enemy can destroy this, and you have full control of
    this platform to change the target. Or it could be used to cover a retreat
    or a structure that will continiously the enemy during the course of a battle.
    
    Assault Specialization
    
    Passive Ability
    
    This is a nice ability, it will decrease the cooldown of the bomb launchers
    by 25%, which means that it will be able to launch bombs faster, and that
    means that it will be able to bomb a planet faster, given that bombs are the
    main weapons used in planet bombardment. That is not all, the phase missiles
    that are used will get a massive boost of 60 extra damage as long as it is
    hitting enemy structures. This makes it a wonderful tool for clearing out
    enemy systems once the defenders are gone, or you are taking out enemy 
    structural defences.
    
    Disintegration (Accessible at Level 6 Only)
    
    Antimatter Cost = 150
    Cooldown (secs) = 120
    Range           = 1800
    Duration (secs) = 8
    
    The last ultimate ability that I have to go through is a beauty. This will
    cause the target, note, this is one target, and hits them for 200 hull 
    damage per second for 8 seconds, totaling to 1600 damage, and heals the
    hull points of the Desolator by 188 points, so it is like a very 
    ineffective leeching ability, but the amount of damage done is massive, that
    is more than enough to kill a frigate or cruiser, and is more than health the
    hull points of a capital ship. This is one bad ass move. 
    
    This is one of the most powerful ships in the game, without a question, and
    the ultimate ability of disintegration is the most powerful combat ability
    in the game out of all the capital ships. This makes this a powerful ship,
    built as an artillery weapon both for taking out enemy capital ships and more
    importantly, destroying planets as well as enemy infrastructure. This makes
    it one capital ship to be reckoned with, and if you are facing this beast and
    it is on a high level, I hope you have a large fleet with you, because you
    will definitely need it. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [4.05] Other Craft
    
    There are three other craft as well, and these have completely non combat
    roles, but you will see them everywhere. Anyone care to take a guess?
    
    LEV Constructor Frigate / Assembly Drone / Junra Fabricator
    
    Faction       = TEC / Advent / Vasari respectively
    Cost          = Nil
    Health        = 850
    Shields       = 0
    Antimatter    = 0
    Armour        = 0
    Weapon Damage = Nil
    Supply Needed = Nil
    Good Against  = None
    Weak Against  = Everything
    Researchables = Nil
    
    --==Abilities==--
    
    None
    
    This is the frigate that is responsible for building everything near your
    planets. More commonly known as constructors, these build your structures
    near your planets, so you want to protect them if you want your planet to
    develop.
    
    
    Trade Ship
    
    Faction       = All
    Cost          = Nil
    Health        = 600
    Shields       = 0
    Antimatter    = 0
    Armour        = 0
    Weapon Damage = Nil
    Supply Needed = 0
    Good Against  = None
    Weak Against  = Everything
    Researchables = Nil
    
    --==Abilities==--
    
    None
    
    Flowing from trade ports, these ships are important as they move around
    trading from one trade port to another, and as such, it will make money for
    you from such trade routes. Protect them from enemy attacks to keep the 
    money flowing. In a fully developed empire, you will expect to see them 
    between every system's phase lanes as they all connect to the trade port in
    the next available system.
    
    
    Refinery Ship
    
    Faction       = All
    Cost          = Nil
    Health        = 600
    Shields       = 0
    Antimatter    = 0
    Armour        = 0
    Weapon Damage = Nil
    Supply Needed = 0
    Good Against  = None
    Weak Against  = Everything
    Researchables = Nil
    
    --==Abilities==--
    
    None
    
    These refinery ships travel between your orbital refineries and extractors,
    either crystal or metal in the same system or from other systems, bring in
    more metal and crystals and adding them to your stockpile. You want to make
    sure that the flow remains free of trouble to keep those crystals flowing
    in. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [5.01] Industry
    
    Research basically consists of two seperate groups, an industrial group, which
    is important for everything such as improved resource harvesting and planet
    colonization, while the military group is basically everything related to the
    military and your fleet in general. There is more in the manual, so why not
    actually bother to read it?
    
    Deep Core Metal Mining
    
    Labs Required       : 1 Civics Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Metal Extraction Rate increased by 7%
    
    This basically improves the metal extraction rate, it isn't all that useful
    early on, but when you start to build up a fleet, it starts to count. 
    
    
    Rapid Hydrometallurgy
    
    Labs Required       : 2 Civics Labs
    Technology Required : 2 Levels in Deep Core Metal Mining
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Metal Extraction Rate increased further by 7%
    
    Again, this improves your metal extraction rate, useful when you need to make
    some quick cash on the black market or building a fleet.
    
    
    Nuclear Smelting
    
    Labs Required       : 4 Civics Labs
    Technology Required : 2 Levels in Rapid Hydrometallurgy
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Metal Extraction Rate increased even further by 7%
    
    This is the last of metal extraction increases, after this, you need to 
    actually expand to new planets. 
    
    
    Efficient Crystal Sorting
    
    Labs Required       : 2 Civics Labs
    Technology Required : None
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Crystal Extraction Rate increased by 7%
    
    This is very important to get early on, you get more crystals and that is 
    needed for virtually everything.
    
    
    Automated Mining Rigs
    
    Labs Required       : 3 Civics Labs
    Technology Required : 2 Levels in Efficient Crystal Sorting
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Crystal Extraction Rate increased further by 7%
    
    This increases the crystal rate, and it a key upgrade as soon as you can 
    afford it. You need these upgrades immediately. 
    
    
    Shockwave Pulverization
    
    Labs Required       : 5 Civics Labs
    Technology Required : 2 Levels in Automated Mining Rigs
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Crystal Extraction Rate increased even further by 7%
    
    This is the final upgrade to crystal extraction, and is exceptionally 
    important later in the game as crystal becomes more and more valuable.
    
    
    Orbital Commerce
    
    Labs Required       : 2 Civics Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks Trade Port
    
    This gives you the ability to build Trade Ports, which basically launch
    trade ships to trade with other systems, both under your control and with
    those empires that you have trade agreements with. Basically provides a 
    lot more credits.
    
    
    Orbital Refinement
    
    Labs Required       : 4 Civics Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Unlocks Orbital Refinery
    
    This unlocks the orbital refinery, and this is useful as they move to 
    nearby asteroids in their home planet and home planets and harvest those
    asteroids, increasing your metal and crystal income. 
    
    
    Huge Cargo Holds
    
    Labs Required       : 4
    Technology Required : 1 Level in Orbital Commerce, 1 Level in Orbal Refinement
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Increases Refinery and Trade Ship's cargo holds by 8%
    
    This basically increases the income, from all the trade ports and orbital 
    refineries as their ships have larger cargo holds, and as such, hold more 
    cargo. 
    
    
    Immense Cargo Holds
    
    Labs Required       : 6 Civics Labs
    Technology Required : 2 Levels in Huge Cargo Holds
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Increases Refinery and Trade Ship's cargo holds by a further 8%
    
    This will increase the income of your trade and refinery ships even more,
    which is exceptionally useful later in the game as more and more planets
    are occupied. 
    
    
    Peruasive Economy
    
    Labs Required       : 8 Civics Labs
    Technology Required : 2 Levels in Immense Cargo Holds
    Levels              : 2
    Cost                : 1800 Credits, 350 Metal, 500 Crystals
    Cost - Level 2      : 1900 Credits, 375 Metal, 525 Crystals
    
    Effect: When a player sells resources, you gain 10% of the credits. When a 
            player trades resources, you gain 8% of the credits.
    
    This is only useful when you use the black market and you are playing 
    someone who will use the black market, otherwise, this is pointless.
    
    
    Rapid Development
    
    Labs Required       : 3 Civics Labs
    Technology Required : None
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Planetary Development time reduced by 25%
    
    Quite useful if you are building up your planet, upgrade logistic slots, so
    it is only useful earlier on, but as you expand, it isn't helpful as you need
    to mircomanage that many planets.
    
    
    Industrial Juggernaut
    
    Labs Required       : 7 Civics Labs
    Technology Required : None
    Levels              : 3
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    Cost - Level 3      : 1800 Credits, 350 Metal, 525 Crystals
    
    Effect: Build Time for all Ships decreased by 7%
    
    This is quite useful when you are building a fleet to attack an enemy, and 
    with build time decreased, it is useful when you need to build a rapid 
    defence force against an enemy invading fleet. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [5.02] Engineering
    
    Sensor Drones
    
    Labs Required       : 1 Civics Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Unlocks the Probe Ability for the Arcova Scout Frigate
    
    Basically, you get the probe ability, a full report in the section for the 
    Scout Frigate
    
    
    High Density Zoning
    
    Labs Required       : 1 Civics Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Increases population limit on Terran planets by 8%
    
    A useful upgrade, it basically means that you get more tax money at the end
    of the day, seeing that Terran planets can have a population of 300+
    
    
    Advanced Civic Design
    
    Labs Required       : 3 Civics Labs
    Technology Required : 2 Levels in High Density Zoning
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Increases population limit on Terran planets by a further 8%
    
    Quite useful alongside the previous upgrade, this means even more tax money
    for you. 
    
    
    Improved Arid Colonies
    
    Labs Required       : 1 Civics Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Increases population limit on Desert planets by 8%
    
    This is quite useful if you think about it, desert planets can hold a fair
    amount of population, they are behind terran planets in population limit.
    
    
    Modular Architecture
    
    Labs Required       : 1 Civics Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Decreases extractors and factories costs by 20%
    
    This is quite useful as you expand, because those credits could go 
    elsewhere, as well as crystals and metal. 
    
    
    Arctic Exploration
    
    Labs Required       : 2 Civics Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Able to colonize Ice Planets
    
    This is quite important, ice planets are exceptionally important because they
    are the best source of crystal asteroids, and they will be well sought after.
    
    
    Advanced Arctic Colonies
    
    Labs Required       : 4 Civics Labs
    Technology Required : 1 Level in Arctic Exploration
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Increases population limit on Ice planets by 8%
    
    Although this isn't very much of an effect, it does increase the population
    and that would lead to a few more credits per second, which might be useful,
    or may not be. 
    
    
    Volcanic Exploitation
    
    Labs Required       : 2 Civics Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Able to colonize Volcanic Planets
    
    This isn't as useful as the arctic counterpart, but volcanic planets are 
    useful to an empire if they plan to use and maintain a massive fleet because
    they do suck metal like no tomorrow. 
    
    
    Basic PSIDAR
    
    Labs Required       : 2 Civics Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Detect enemies phase-jumping one planet from your colonies
    
    This basically means that you can see ships when they are planning to jump to
    a system of yours, giving you some time to build up a defence for and 
    reinforce your position.
    
    
    Enhanced PSIDAR
    
    Labs Required       : 5 Civics Labs
    Technology Required : 1 Level in Basic PSIDAR
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Detect ememies phase-jumping two planets from your colonies
    
    Basically, it is the same as the basic PSIDAR, but you will be able to see
    enemies jumping from two systems away. This gives you even more time to get 
    your position back on track before the enemy moves in.
    
    
    Long Range Jumps
    
    Labs Required       : 3 Civics Labs
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Allows for phase-jumping via stars
    
    This allows your ships to head to the star in your system, and use that
    star to phase jump to another star in another system. Exceptionally useful, 
    somewhat necessary on larger maps once you have secured your original system.
    
    
    Worm Hole Navigation
    
    Labs Required       : 5 Civics Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Allows for travel via wormholes
    
    This is only useful if there are actually wormholes on the map, as they will
    normally link to another wormhole. Make sure you actually defend the wormholes
    from enemies however. 
    
    
    Planetary Shields
    
    Labs Required       : 5 Civic Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks Shield Generator structure
    
    This unlocks the shield generator for your planets, it is a tactical structure
    that will give the planet a little shield boost, which is useful if an enemy
    were to turn up and bombard you. 
    
    
    Superior Planet Shields
    
    Labs Required       : 7 Civics Labs
    Technology Required : 1 Level in Planetary Shields
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    
    Effect: Increases shield mitigation on Shield Generators
    
    This will improve your shield generator's ability to stop damage from hitting
    a planet. Useful if you use the Shield Generators. 
    
    
    Quick Jump Calculation
    
    Labs Required       : 6 Civics Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Phase Jump charge time decreased by 15%
    
    This is quite useful if you enjoy hit and run tactics and this will basically
    allow you to take less time to charge up the phase engines and run.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [5.03] Policy
    
    Expedited Permits
    
    Labs Required       : 2 Civics Labs
    Technology Required : None 
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Decreases build time for structures by 17%
    
    This is quite useful, it will get your planets up and running all that faster
    and it allows you to build up and exploit all available resources all that
    much faster, which is important early on.
    
    
    Civilian Ship Safety Act
    
    Labs Required       : 3 Civics Labs
    Technology Required : None
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Improves the hull and armour of trade and refinery ships.
    
    This isn't all that useful, but if you are travelling through hostile systems
    to sell your wares, this might make a difference between getting some credits
    and not. 
    
    
    Interstellar Networks
    
    Labs Required       : 3 Civics Labs
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks Broadcast Centre
    
    This is very important, unlocking the broadcast centre will be useful in 
    fighting culture wars.
    
    
    Addictive Consumerism
    
    Labs Required       : 4 Civics Labs
    Technology Required : 1 Level in Interstellar Networks
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Increases culture spread rate by 5%. Increases antimatter regeneration
            by .4 units if ships or structures are in friendly culture gravity 
            wells.
    
    This is really useful. Increasing culture will be useful in getting through to
    other planets, whilst the antimatter boost is exceptionally useful for a 
    defence fleet, and for capital ships.
    
    
    Cultural Monopolization
    
    Labs Required       : 6 Civics Labs
    Technology Required : 2 Levels in Addictive Consumerism
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Increases culture spread rate by a further 5%. Increases antimatter
            regeneration by a further .3 for friendly ships and structures in
            friendly culture gravity wells.
    
    This is even more useful if you like fighting culture wars, and a great way
    to have pit stops for capital ships and fleets recovering from battle.
    
    
    Critical Mass
    
    Labs Required       : 5 Civics Labs
    Technology Required : 2 Levels in Addictive Consumerism
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Decreases spread loss rate of 25% incurred by each planet
    
    This is useful for border planets that are on the edge and frontline on 
    fighting border culture wars. Necessary if you are on the borders of a large
    empire.
    
    
    Insurgency
    
    Labs Required       : 8 Civics Labs
    Technology Required : 2 Levels in Cultural Monopolization
    Levels              : 2
    Cost                : 1800 Credits, 350 Metal, 550 Crystals
    Cost - Level 2      : 1900 Credits, 375 Metal, 575 Crystals
    
    Effect: Enemy empires, including pirates, suffer from random trader raids.
    
    Useful if you are on the borders, the enemy will suffer from raids from your
    traders, however, the enemy needs to be suffering from your culture war in the
    first place. 
    
    
    Foreign Sabotage
    
    Labs Required       : 7 Civics Labs
    Technology Required : 2 Levels in Cultural Monopolization
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    
    Effect: Enemy factions under your cultural influence suffer a 50% increase in
            build time.
    
    This is somewhat useful, if you have enemy planets under the control of your
    culture, they will suffer a massive increase in build time for structures and
    ships, and that will hurt.
    
    
    Skilled Diplomats
    
    Labs Required       : 4 Civics Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: +15% Happiness for mission completion, -10% Happiness loss for failure
    
    If you are playing with the AI, they will give more and more quests and you 
    don't want to do them all, given that you'll just piss off a lot of empires if
    you try to please them all. 
    
    
    Favoured Client Discount
    
    Labs Required       : 4 Civics Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Black Market Selling prices 8% higher, buying prices 8% lower
    
    Quite useful if you need the credits, but if you have the time to get this
    far in terms of research, you would have a lot of credits. Useful if you want
    to sell or buy, but if you don't, then useless.
    
    
    Catastrophe Recovery
    
    Labs Required       : 5 Civics Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Reconstruction of emergency facilities after bombardment increased by
            13%
    
    This is interesting, if you have your planet bombarded, the planet will
    regenerate the health faster, which is always good if the enemy is consistant
    with their attacks, and not launching half-assed efforts to do something. 
    
    
    Development Mandate
    
    Labs Required       : 6 Civics Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: All planets gain an extra 4 Logistical Slots
    
    Basically, this means you get to place another structure in every gravity
    well that you can colonize, and you can do this twice. Great if you have
    already built up your empire and need room for trade ports and broadcast 
    centres. 
    
    
    Basic Crew Training
    
    Labs Required       : 6 Civics Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1400 Credits, 250 Metal, 400 Credits
    
    Effect: Maximum level for training for capital ships raised to 3
    
    Basically, this is very useful for your capital ships if you plan to build
    an armada. This allows you to train your ships from their initial level to
    Level 3 before they need to move out and get experience. This is exceptionally
    useful if you need some abilities that each level provides. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [6.01] Structural Systems
    
    Hull Reinforcement
    
    Labs Required       : 1 Military Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Increases all hull points by 6% and hull regeneration by 3%
    
    Basically, you need this to improve the hull points of all your ships and
    structures and the rate that they regenerate. Necessary for any battle. 
    
    
    Fortified Superstructure
    
    Labs Required       : 2 Military Labs
    Technology Required : 2 Levels in Hull Reinforcement
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Increases all hull points by a further 6% and hull regeneration by a
            further 3%
    
    Again, this is an improvement and provides the same effect has hull 
    reinforcement, which is rather useful. 
    
    
    Expert Damage Control
    
    Labs Required       : 4 Military Labs
    Technology Required : 2 Levels in Fortified Superstructure
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Increases all hull points by a further 3% and hull regeneration by a
            further 10%
    
    This is quite powerful, considering the powerful regeneration bonus that you 
    will get. If you do not get this when you can, you are in trouble.
    
    
    Advanced Metallurgy
    
    Labs Required       : 1 Military Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Increases the armour of all ships by 0.8
    
    This is useful, it allows for your ships to block out more enemy damage when 
    they are attacking the hull.
    
    
    Titano-Ferric Plating
    
    Labs Required       : 3 Military Labs
    Technology Required : 2 Levels in Advanced Metallurgy
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Increase the armour of all ships by a further 0.8
    
    Again, it will allow for even more damage to be blocked out by your ships when
    they are attacking the hull.
    
    
    Impact Analysis
    
    Labs Required       : 5 Military Labs
    Technology Required : 2 Levels in Titano-Ferric Plating
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Increases the armour of all ships by another 0.8
    
    Again, this will boost the armour again, making your ships tougher and harder
    to kill.
    
    
    Repelon Premius Armour
    
    Labs Required       : 7 Military Labs
    Technology Required : 2 Levels in Impact Analysis
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    
    Effect: Increases the armour by a final 0.8 again
    
    This is the final boost in armour, and by now, that is a lot more armour and
    makes your ships even harder to knock down.
    
    
    Improved Shield Arrays
    
    Labs Required       : 3 Military Labs
    Technology Required : None
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Increases shield points and shield regeneration by 5%
    
    Quite useful, as shields are the most important item at the start of any 
    battle, whether you like it or not.
    
    
    Superior Shield Emitters
    
    Labs Required       : 5 Military Labs
    Technology Required : 2 Levels in Improved Shield Arrays
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Increases shield points and shield regeneration by another 5%
    
    Again, useful, because you don't want capital ships lost because they can't
    take the heat.
    
    
    Efficient Generators
    
    Labs Required       : 4 Military Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Increases antimatter capacity and antimatter regeneration by 5%
    
    This is exceptionally useful for colony ships and capital ships, as 
    antimatter is the crux of all their abilities
    
    
    Potent Reaction Chaining
    
    Labs Required       : 6 Military Labs
    Technology Required : 2 Levels in Efficient Generators
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Increases antimatter capacity and antimatter regeneration by another 
            5%
    
    This is still useful for capital ships, the more antimatter, the more damage
    that they can dish out on the enemy.
    
    
    Advanced Maneuvering
    
    Labs Required       : 5 Military Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Improves Capital Ship turn rate by an nice 8%
    
    This is exceptionally useful because capital ships have an exceptionally slow
    turn rate, so they can move from their broadsides to their front guns. 
    
    
    Failsafe Jump Plotting
    
    Labs Required       : 6 Military Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    
    Effect: Arcova Scout Frigates get the Infallible Jump Drive
    
    This is useful if you use the scout frigates, read up in the relevant section.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [6.02] Ballistics and Rocketry
    
    Quick Guass Capacitors
    
    Labs Required       : 1 Military Lab
    Technology Required : None
    Levels              : 3
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    Cost - Level 3      : 600 Credits, 75 Crystals
    
    Effect: Increases Guass Platforms rate of fire by 5%
    
    If you do use these platforms for planet defence, this is quite powerful 
    since that will let them do more damage, and best against planet bombardiers. 
    
    
    Laser Amplification
    
    Labs Required       : 1 Military Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Improves all laser weapon damage by 5%
    
    Basically, any ship that uses lasers will have their damage boosted. Nice 
    ability for early on.
    
    
    High Intensity Lasers
    
    Labs Required       : 2 Military Labs
    Technology Required : 2 Levels in Laser Amplification
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Improves laser damage by a further 5%
    
    This is the same as above, it is a useful early on ability for your ships when
    they need some firepower.
    
    
    Ferro-Uranite Rounds
    
    Labs Required       : 2 Military Labs
    Technology Required : 1 Level in Advanced Metallurgy
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Increases all autocannon damage by 5%
    
    Basically, the same as the laser boost, it will improve autocannon damage, 
    which is also quite useful early on.
    
    
    Advanced Ballistics
    
    Labs Required       : 3 Military Labs
    Technology Required : 2 Levels in Ferro-Uranite Rounds
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Improves all autocannon damage by a further 5%
    
    This is quite useful because a fair amount of ships use autocannons, including
    the big bad capital ships. 
    
    
    Highly Conductive Rails
    
    Labs Required       : 3 Military Labs
    Technology Required : 1 Level in Ferro-Uranite Rounds
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Improves Guass Platform firing range by 12%
    
    If you use the platforms, this would be exceptionally useful because it can 
    cover the area between the gravity well border and your maximum build range.
    
    
    Refined Propellants
    
    Labs Required       : 5 Military Labs
    Technology Required : 2 Levels in Advanced Ballistics
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Improves all autocannon damage by another 5%
    
    Again, useful for all autocannon users, and any boost for your capital ships
    is a useful one.
    
    
    Refined Missile Avionics
    
    Labs Required       : 2 Military Labs
    Technology Required : 1 Level in Javelis Prototype
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Improves all missile damage by 5%
    
    This is useful as well, and when used with the Javelis ship, it makes sure
    that the enemy feels the punch. And considering the range and power of those
    ships, this is quite useful.
    
    
    Enhanced ACM
    
    Labs Required       : 4 Military Labs
    Technology Required : 2 Levels in Refined Missile Avionics
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Improves all missile damage by a further 5%
    
    Again, quite useful if you use missile weapons considering their range and
    their high starting power initially.
    
    
    Cyclotaurite Payloads
    
    Labs Required       : 6 Military Labs
    Technology Required : 2 Levels in Enhanced ACM
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Improves all missile damage by another 5%
    
    Again, useful if you use missile weapons as I have mentioned for quite a while
    now.
    
    
    Extended Range Missiles
    
    Labs Required       : 7 Military Labs
    Technology Required : 1 Level in Cyclotaurite Payloads
    Levels              : 3
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    Cost - Level 3      : 1800 Credits, 350 Metal, 525 Crystals
    
    Effect: Improves missiles range by 4%
    
    This is better for your Javelis, the range is longer, and with more firepower,
    they are clearly a threat.
    
    
    Heavy Fallout
    
    Labs Required       : 4 Military Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Krosov Siege Frigates get Heavy Fallout
    
    Again, read the appropriate section for further information about the Heavy
    Fallout ability. 
    
    
    High Yield Warheads
    
    Labs Required       : 7 Military Labs
    Technology Required : 1 Level in Heavy Fallout
    Levels              : 3
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    Cost - Level 3      : 1800 Credits, 350 Metal, 525 Crystals
    
    Effect: Improves planet bombardment damage by 10%
    
    This is exceptionally useful for your capital ships and your siege frigates
    since it will get the enemy to lose their planet that much faster.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [6.03] Experimental Design
    
    Hangar Defence
    
    Labs Required       : 1 Military Lab
    Technology Required : None
    Levels              : 1
    Cost                : 400 Credits, 25 Crystals
    
    Effect: Unlocks Hangar
    
    Basically, it unlocks the hangar, giving access to two strike craft for 
    planetary defence.
    
    
    Repair Platform
    
    Labs Required       : 1 Military Lab
    Technology Required : None
    Levels              : 1
    Cost                : 400 Credits, 25 Crystals
    
    Effect: Unlocks Repair Platform
    
    Basically, this uses antimatter and it uses it to repair the hulls of all
    friendly ships and structures damaged.
    
    
    Superior Repair Bots
    
    Labs Required       : 2 Military Labs
    Technology Required : 1 Level in Repair Platform
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Improves Hull Repairs for Repair Platform
    
    Basically, it makes your repair platforms all that more useful, they use
    less antimatter to heal more hull points.
    
    
    Hoshiko Prototype
    
    Labs Required       : 3 Military Labs
    Technology Required : 1 Level in Superior Repair Bots
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks Hoshiko Robotics Cruiser
    
    Basically, it unlocks the said cruiser. Simple.
    
    
    Demolition Bots
    
    Labs Required       : 5 Military Labs
    Technology Required : 1 Level in Hoshiko Prototype
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks Demolition Bots for Hoshiko Robotics Cruiser
    
    Read the relevant section about the demolition bots for more information.
    
    
    Krosov Prototype
    
    Labs Required       : 2 Military Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks Krosov Siege Frigate
    
    Basically, it unlocks the siege frigate for the TEC. 
    
    
    Garda Prototype
    
    Labs Required       : 2 Military Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks Garda Flak Frigate
    
    Again, it unlocks the said flak frigate for your fleet.
    
    
    Javelis Prototype
    
    Labs Required       : 2 Military Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks the Javelis LRM Frigate
    
    Unlocks one of the deadliest frigates for the TEC, so this is quite useful.
    
    
    Cluster Warheads
    
    Labs Required       : 4 Military Labs
    Technology Required : 1 Level in Javelis Prototype
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Unlocks Cluster Warheads for Javelis LRM Frigates
    
    Basically, it makes your LRM frigates even more dangerous than they already 
    are, and coupled with the range and missile power upgrades, this is quite a 
    feat to behold.
    
    
    Timed Explosives
    
    Labs Required       : 3 Military Labs
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks Timed Explosives for the Arcova Scout Frigate
    
    Basically, it gives you access to the hit and run ability of the scout 
    frigate, and is quite useful for skirmishing. 
    
    
    Percheron Prototype
    
    Labs Required       : 3 Military Labs
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks Percheron Light Carrier
    
    Unlocks a suppoer carrier to your fleet, which carrys several strike craft.
    
    
    Phase Jump Disruption
    
    Labs Required       : 4 Military Labs
    Technology Required : None 
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Unlocks Phase Jump Inhibitor
    
    Basically, it unlocks the Phase Jump inhibitor, which will have its own 
    section later on. 
    
    
    Sabotage Reactor
    
    Labs Required       : 4 Military Labs
    Technology Required : None 
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Unlocks Sabotage Reactor for Cobalt Light Frigates
    
    Basically, it unlocks the ability for the Light Frigates. Use it if you want 
    it.
    
    
    Kodiak Prototype
    
    Labs Required       : 5 Military Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1200 Credits, 200 Credits, 325 Crystals
    
    Effect: Unlocks the Kodiak Heavy Crusier
    
    Unlocks the mini capital ship for the TEC forces, and this is quite important
    because you can only have oh so many capital ships. 
    
    
    Intercept
    
    Labs Required       : 6 Military Labs
    Technology Required : 1 Level in Kodiak Prototype
    Levels              : 1
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    
    Effect: Unlocks the Intercept Ability for the Kodiak Heavy Cruiser
    
    This is exceptionally important, because the ability is one of the most 
    powerful for a non-capital ship. 
    
    
    Cielo Prototype
    
    Labs Required       : 5 Military Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks the Cielo Command Cruiser
    
    Unlocks the said cruiser, which isn't too much of a guess.
    
    
    Designate Target
    
    Labs Required       : 6 Military Labs
    Technology Required : None 
    Levels              : 1
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    
    Effect: Gives the Designate Target for the Cielo Command Cruiser
    
    Nuff said, just read the relevant ability. 
    
    
    Novalith Prototype
    
    Labs Required       : 8 Military Labs
    Technology Required : 1 Level in Extended Range Missiles
    Levels              : 1
    Cost                : 1800 Credits, 350 Metal, 550 Crystals
    
    Effect: Unlocks the Novalith Cannon
    
    Unlocks the Superweapon for the TEC, more on that in the relevant section.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [7.01] PsiTech
    
    Communal Labour
    
    Labs Required       : 2 Temples of Harmony
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks Communal Labour for your drones, increasing building speed.
    
    Not very useful, even if the ships build faster, there is still a problem
    of actually having all of them on one structure, it costs more. You really 
    want to pay for a few seconds?
    
    
    Unity Indoctrination
    
    Labs Required       : 2 Temples of Harmony
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks Temple of Communion
    
    Basically, this is needed if you want to fight culture wars since this will
    unlock the broadcast centre for you. 
    
    
    Zealous Worship
    
    Labs Required       : 2 Temples of Harmony
    Technology Required : 1 Level in Unity Indoctrination
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Culture Spread Rate increased 5%, Culture Mitigation increased by 1%
    
    Basically, this increases the rate that the culture is spread to other planets
    as well as stopping the rate enemy culture spreads into your empire.
    
    
    Unwavering Belief
    
    Labs Required       : 4 Temples of Harmony
    Technology Required : 2 Levels of Zealous Worship
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Culture Spread Rate increased a further 5%, Culture Mitigation
            increased by a further 1%
    
    Again, this increases the culture spread rate of your empire even further and
    you will be able to take out other planets quickly, whilst resisting the rate
    enemy culture spreads into your land.
    
    
    Wall of Faith
    
    Labs Required       : 5 Temples of Harmony
    Technology Required : 2 Levels in Unwavering Belief
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Resistance to spread of enemy culture increased by 20%
    
    Basically, this means that enemy culture spreads slower to your planets, which
    makes it better for your frontline planets in culture wars. 
    
    
    Total Assimilation
    
    Labs Required       : 6 Temples of Harmony
    Technology Required : 2 Levels in Unwavering Belief
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Culture Spread Rate increased an even further 5% and Culture 
            Mitigation increased by another 1%
    
    Again, this increases your culture rate as well as reducing the amount of 
    culture that the enemy spreads into your planets. This is the final of the
    upgrades.
    
    
    Deliverance Design
    
    Labs Required       : 8 Temples of Harmony
    Technology Required : 2 Levels in Total Assimilation
    Levels              : 1
    Cost                : 1800 Credits, 350 Metal, 550 Crystals
    
    Effect: Unlocks the Deliverance Engine Superweapon
    
    Read the relevant section about the superweapon for more details.
    
    
    Distant Visualization
    
    Labs Required       : 3 Temples of Harmony
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Ships can phase jump to other stars
    
    Basically, this means that you can use the stars to move to new star 
    systems, nothing new.
    
    
    Phase Jump Disruption
    
    Labs Required       : 3 Temples of Harmony
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks the Phase Jump Inhibitor
    
    Basically, it unlocks the said structure and it will basically slow down the
    rate that enemy ships phase jump away.
    
    
    Augmented Defence Grid
    
    Labs Required       : 4 Temples of Harmony
    Technology Required : None
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: All planets gain 2 Extra Tactical Slots
    
    Basically, you can add a few more defence platforms, but in the long run, this
    isn't as useful as a fleet is much better suited for defence against enemy 
    invasions.
    
    
    Induced Leniency
    
    Labs Required       : 5 Temples of Harmony
    Technology Required : None
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: All missions have 30% extra time, failure loses 15% less happiness
    
    Only useful if you are going to be playing with the AI when they issue 
    stupid missions, but this is pointless, if you don't want to complete the 
    mission, 30% extra time ain't going to help.
    
    
    Worm Hole Passage
    
    Labs Required       : 5 Temples of Harmony
    Technology Required : None
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Allows travel through Wormholes
    
    Basically, this means that your ships can move through wormholes to other
    star systems. Only useful if there are any star systems that have wormholes,
    otherwise, it is a waste of time. 
    
    
    Antimatter Projection
    
    Labs Required       : 6 Temples of Harmony
    Technology Required : None
    Levels              : 1
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    
    Effect: Unlocks the Antimatter Recharger
    
    Basically, it unlocks the said structure where it will boost antimatter 
    reserves when you move pass it, as long as you have the antimatter needed.
    
    
    Antimatter Multicasting
    
    Labs Required       : 7 Temples of Harmony
    Technology Required : 1 Level in Antimatter Projection
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    
    Effect: Increases antimatter regeneration for the Antimatter Recharger
    
    Basically, it makes the Antimatter Recharger more efficient and more
    effective in its role of refilling antimatter.
    
    
    High Efficiency Jumps
    
    Labs Required       : 7 Temples of Harmony
    Technology Required : None
    Levels              : 3
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    Cost - Level 3      : 1800 Credits, 350 Metal, 525 Crystals
    
    Effect: Phase Jump Costs 11% less Antimatter
    
    This is quite useful for your big capital ships since they do use up a lot
    of antimatter to jump and you don't want to be caught with your pants down
    when you jump into a hostile system.
    
    
    Allure of the Unity
    
    Labs Required       : 8 Temples of Harmony
    Technology Required : None
    Levels              : 2
    Cost                : 1800 Credits, 350 Metal, 550 Crystals
    Cost - Level 2      : 1900 Credits, 375 Metal, 575 Crystals
    
    Effect: Increases maximum allegiance of planets by 5%
    
    This is useful on larger maps since the further away the planet is from the
    capital, the less and less it produces, so any benefit that will increase
    resource production, such as this, is useful. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [7.02] Perception
    
    Knowledge Aggregation
    
    Labs Required       : 1 Temple of Harmony
    Technology Required : None
    Levels              : 3
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    Cost - Level 3      : 600 Credits, 75 Crystals
    
    Effect: Rate of Research increased 11%
    
    This is exceptionally useful given that it will make you research a lot 
    faster, and if you have the resources, this is really useful. 
    
    
    Lingering Presence
    
    Labs Required       : 2 Temples of Harmony
    Technology Required : None
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Unlocks Lingering Presence for Seeker Vessels
    
    Look for the vessel for the specific ability and that is all I need to say.
    
    
    Forewarning
    
    Labs Required       : 2 Temples of Harmony
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: See enemies phase-jumping one system away
    
    Basically, when the enemy is about to phase jump into your planets, you can
    see them coming, and you can plan something in response.
    
    
    Acute Premonitions
    
    Labs Required       : 5 Temples of Harmony
    Technology Required : 1 Level in Forewarning
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: See enemies phase-jumping two systems away
    
    Again, this is the same as forewarning, but you cen seem them when they are
    two systems away, giving you more time to defend against the enemy and move in
    some fleet reinforcements to ambush the enemy instead.
    
    
    Divination
    
    Labs Required       : 3 Temples of Harmony
    Technology Required : None
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: All structure build times decreased by 40%, price reduced by 25%
    
    Basically, this means that all your structures will be built a lot faster and
    they cost a hell of a lot less. This is one of the most important upgrades
    that a budding empire will need.
    
    
    False Belief Monitoring
    
    Labs Required       : 4 Temples of Harmony
    Technology Required : 1 Level in Unwavering Belief
    Levels              : None
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Spread of Enemy Culture Visible
    
    This means that wherever enemy culture is, you can see it. As such, if
    there is a culture spread, you can see it, considering you can see the spread
    of your allies.
    
    
    Eyes of the Converted
    
    Labs Required       : 6 Temples of Harmony
    Technology Required : 1 Level in False Belief Monitoring
    Levels              : 1
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    
    Effect: All Planets with Friendly Culture visible
    
    This means that any planet that is within the range of friendly culture will
    be visible, so you can see what is exactly going on, which is rather useful at
    times. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [7.03] Materialism
    
    Persuaive Offers
    
    Labs Required       : 1 Temple of Harmony
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Bounty value is increased by 13% per payment
    
    This means that when you pay a bounty and leave it on someone's head, the 
    value will be increased by your payment and an extra 13%
    
    
    Homeworld Prophecy
    
    Labs Required       : 1 Temple of Harmony
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Population Cap on Desert Planets increased by 8%
    
    This means that you get extra population on the desert planets, which 
    translates well into more credits.
    
    
    Inspired Architecture
    
    Labs Required       : 1 Temple of Harmony
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Population Cap on Terran Planets increased by 8%
    
    This means that you get an even larger population on your Terran planets
    and since they get the most population, that means a hell of a lot more 
    credits flowing in. 
    
    
    Thriving Desert Cities
    
    Labs Required       : 2 Temples of Harmony
    Technology Required : 2 Levels in Homeworld Prophecy
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Increases Desert Population Cap by a further 8%
    
    This means that desert planets get to hold even more population, which
    means even more tax money for you. 
    
    
    Rich Ore Scrying
    
    Labs Required       : 2 Temples of Harmony
    Technology Required : None
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Metal Extraction Rate increased by 7%
    
    This means that you get more metal every second, nothing to it.
    
    
    Telekinetic Extraction
    
    Labs Required       : 3 Temples of Harmony
    Technology Required : 2 Levels in Rich Ore Scrying
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Metal Extraction Rate increased by a further 7%
    
    This results in even more metal per second, which means a lot more money on 
    the black market.
    
    
    Enhanced Reclamation
    
    Labs Required       : 4 Temples of Harmony
    Technology Required : 2 Levels in Telekinetic Extraction
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Metal Extraction Rate increased by a further 7%
    
    Again, even more metal for you, meaning that you can build some more ships
    for yourself.
    
    
    Volcanic Evangelism
    
    Labs Required       : 2 Temples of Harmony
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Volcanic Planets are now colonizable
    
    This means that you cna now take over volcanic planets for more metal, given
    that they are the best source of metal.
    
    
    Arctic Evangelism
    
    Labs Required       : 2 Temples of Harmony
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Icy Planets are now colonizable
    
    This means that you can take over icy planets, and they are the most valuable
    planets given that they are a good source of crystals.
    
    
    Selective Harvesting
    
    Labs Required       : 3 Temples of Harmony
    Technology Required : None
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Crystal Extraction Rate increased by 7%
    
    This means that you get even more crystals per second than you already do, and
    given that crystals are the most important in terms of resources, this is 
    quite useful.
    
    
    Crystal Enrichment
    
    Labs Required       : 4 Temples of Harmony
    Technology Required : 2 Levels in Selective Harvesting
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Crystal Extraction Rate increased by a further 7%
    
    This means that you get even more crystals per second, what more could you 
    want?
    
    
    Telekinetic Seperation
    
    Labs Required       : 6 Temples of Harmony
    Technology Required : 2 Levels in Crystal Enrichment
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Crystal Extraction Rate increased by another 7%
    
    This is the final rate in which crystal is increased, and this is quite a 
    nice boost overall. Crystal is gold here. 
    
    
    Hardened Cities
    
    Labs Required       : 6 Temples of Harmony
    Technology Required : None
    Levels              : 3
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    Cost - Level 3      : 1600 Credits, 300 Metal, 450 Crystals
    
    Effect: Planet Bombardment Damage decreased by 5%
    
    This means that your planets will take less damage from bombardment when 
    they are attacked by enemy siege vessels and capital ships.
    
    
    Interplanetary Trade
    
    Labs Required       : 3 Temples of Harmony
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks the Trade Port
    
    This means that you get the trade port, meaning that you will be able to
    find another source of income. 
    
    
    Karmic Retribution
    
    Labs Required       : 5 Temples of Harmony
    Technology Required : 1 Level in Interplanetary Trade
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Unlocks Karmic Retribution for Trade Ships
    
    This means that your trade ships will get a little boost to them. This 
    basically means overall that your trade ships will place a 100 credit bounty
    on the nation that destroyed them. 
    
    
    Resource Focus
    
    Labs Required       : 4 Temples of Harmony
    Technology Required : 1 Level in Interplanetary Trade
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Unlocks Resource Focus for Trade Ports
    
    This shuts down the trade of the trade port and it allows for the increase of
    metal and crystal extraction by 8% for the system. This will change the trade
    port so you no longer get any more credit income.
    
    
    Enhanced Focus
    
    Labs Required       : 7 Temples of Harmony
    Technology Required : 1 Level in Resource Focus
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    
    Effect: Extraction Bonus increased by 9% for Resource Focus
    
    This means that your converted trade port gets a little boost to the metal 
    and the crystal income, which is quite useful. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [8.01] Energy
    
    Refined Laser Cannons
    
    Labs Required       : 1 Temple of Hostility
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Improves Laser Weapon Damage by 5%
    
    This basically makes your normal laser weapons dish out a bit more damage by
    a nice 5%.
    
    
    Burst Modulated Lasers
    
    Labs Required       : 2 Temples of Hostility
    Technology Required : 2 Levels in Refined Laser Cannons
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Improves Laser Weapon Damage by a further 5%
    
    Makes your laser weapons a bit more effective in combat. Every little bit 
    helps.
    
    
    PsiTech Powered Lasers
    
    Labs Required       : 4 Temples of Hostility
    Technology Required : 2 Levels in Burst Modulated Lasers
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Improves Laser Weapon Damage by another 5%
    
    This is the power mostful upgrade for laser weapons that you can obtain
    in the game.
    
    
    Improved Containment
    
    Labs Required       : 2 Temples of Hostility
    Technology Required : None
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Improves Plasma Weapon Damage by 5%
    
    This is the basic upgrade that you can apply to your plasma weapons, and it
    does help.
    
    
    High Intensity Plasma
    
    Labs Required       : 3 Temples of Hostility
    Technology Required : 2 Levels in Improved Containment
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Improves Plasma Weapon Damage by a further 5%
    
    This makes the Plasma weapons a bit more deadly, and you need this to make it
    even deadlier.
    
    
    Strong Plasma Ejection
    
    Labs Required       : 5 Temples of Hostility
    Technology Required : 2 Levels in High Intensity Plasma
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Improves Plasma Weapon Damage by a final 5%
    
    This makes your weaponry even more dangerous, and this is necessary for the 
    final battles.
    
    
    Rapid Plasma Regeneration
    
    Labs Required       : 7 Temples of Hostility
    Technology Required : 2 Levels in Strong Plasma Ejection
    Levels              : 3
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    Cost - Level 3      : 1800 Credits, 350 Metal, 525 Crystals
    
    Effect: The Cooldown Time for all Plasma Weapons are reduced by 5%
    
    This makes your weapons that involve the use of plasma to refire a lot faster
    than before.
    
    
    Improved Beam Emitters
    
    Labs Required       : 3 Temples of Hostility
    Technology Required : None
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Improves Beam Weapon Damage by 5%
    
    This makes your basic beam weapons a bit stronger, which makes them a bit
    more useful in combat.
    
    
    Beam Amplification
    
    Labs Required       : 4 Temples of Hostility
    Technology Required : 2 Levels in Improved Beam Emitters
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Improves Beam Weapon Damage by a further 5%
    
    This makes beam weapons more dangerous in combat, so if you use such weapons
    a fair amount, research this.
    
    
    Superior Emission Coils
    
    Labs Required       : 6 Temples of Hostility
    Technology Required : 2 Levels in Beam Amplification
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Improved Beam Weapon Damage by a final 5%
    
    This makes the beam weapons as powerful in terms of power as they can be. 
    
    
    Precision Beam Focus
    
    Labs Required       : 7 Temples of Hostility
    Technology Required : 2 Levels in Superior Emission Coils
    Levels              : 3
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    Cost - Level 3      : 1800 Credits, 350 Metal, 525 Crystals
    
    Effect: Range of Beam Weapons improved by 4%
    
    This makes your beam weapon users more powerful as they can target ships 
    that are further away than usual, making them dish out more damage.
    
    
    Inspired Reactor Design
    
    Labs Required       : 3 Temples of Hostility
    Technology Required : None
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Antimatter Reserves and Regeneration increased by 5%
    
    Useful for capital ships and colony ships, they really need the antimatter
    to do their jobs properly. 
    
    
    Quick Reaction Cycling
    
    Labs Required       : 5 Temples of Hostility
    Technology Required : 2 Levels in Inspired Reactor Design
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Antimatter Reserves and Regeneration increased by a further 5%
    
    This makes it quicker for your capital ships and colony ships to build up
    their antimatter, and such research can turn the tide of a battle.
    
    
    Synergistic Reactions
    
    Labs Required       : 7 Temples of Hostility
    Technology Required : 2 Levels in Quick Reaction Cycling
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    
    Effect: Antimatter Reserves and Regeneration increased by a final 5%
    
    This is the last increase you can have to boost the antimatter pools of
    your ships, and useful in the middle of a battle. 
    
    
    Basic Shield Projections
    
    Labs Required       : 1 Temple of Hostility
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Shields Capacity and Regeneration improved by 5%
    
    This is a necessary boost for your fleet, you need more shields as it will
    protect your ships that much longer from being mobile and from being worthless
    space junk.
    
    
    PsiTech Shield Emitters
    
    Labs Required       : 2 Temples of Hostility
    Technology Required : 2 Levels in Basic Shield Projections
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Shields Capacity and Regeneration improved by 5%
    
    This is another nice boost to your shields, this is necessary for the big
    battles that you plan to fight.
    
    
    Potent Shield Generation
    
    Labs Required       : 4 Temples of Hostility
    Technology Required : 2 Levels in PsiTech Shield Emitters
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Shields Capacity and Regeneration improved by a final 5%
    
    This is necessary in the end, and the cost is well worth the price of 
    protecting your fleet from more damage. 
    
    
    Raised Shield Harmonics
    
    Labs Required       : 6 Temples of Hostility
    Technology Required : 2 Levels in Potent Shield Generation
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Shield Mitigation improved by 2%
    
    This decreases the damage that your shields will take from enemy weaponry, and
    basically increases the time your shields can hold out overall in battle.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [8.02] Ascension
    
    Hangar Defence
    
    Labs Required       : 1 Temple of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 400 Credits, 25 Crystals
    
    Effect: Unlocks the Hangar Defence
    
    This unlocks the hangar for the protection of your planets, and such defences
    are quite useful.
    
    
    Skilled Hangar Anima
    
    Labs Required       : 2 Temples of Hostility
    Technology Required : 1 Level in Hangar Defence
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Increases maximum capacity of strike craft by 1
    
    This makes it so that you can carry three sets of strike craft at the end, 
    which makes for a very useful planet defence as long as you have something to
    defend.
    
    
    Purge Vessel Design
    
    Labs Required       : 1 Temple of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 400 Credits, 25 Crystals
    
    Effect: Unlocks the Purge Vessel
    
    Read the effect please.
    
    
    Defense Vessel Design
    
    Labs Required       : 2 Temples of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks the Defence Vessel
    
    Again, read the effect.
    
    
    Drone Host Design
    
    Labs Required       : 2 Temples of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks the Drone Host
    
    (^.^) >_> <_< More shifty eyes. MOAR!
    
    
    Repair Platform
    
    Labs Required       : 2 Temples of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks the Repair Platform
    
    Unlocks the repair platform for the empire, so you can repair your ships as 
    they move past.
    
    
    Guardian Design
    
    Labs Required       : 3 Temples of Hostility
    Technology Required : 1 Level in PsiTech Shield Emitters
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks the Guardian 
    
    Again, it is another case of read the effect.
    
    
    Repulsion
    
    Labs Required       : 5 Temples of Hostility
    Technology Required : 1 Level in Guardian Design
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks Repulsion Ability for the Guardian
    
    Again, this is another case of read the effect. There is more about the 
    ability under the section of the ship involved.
    
    
    Steal Antimatter
    
    Labs Required       : 3 Temples of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks Steal Antimatter ability for Disciple Vessels
    
    Again, read under the section of the Disciple Vessels if you want more
    information about the ability.
    
    
    Illuminator Design
    
    Labs Required       : 3 Temples of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks the Illuminator Vessel
    
    Unlocks said vessel, what more would need to be said?
    
    
    Deceptive Illusion
    
    Labs Required       : 5 Temples of Hostility
    Technology Required : 1 Level in Illuminator Design
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks Deceptive Illusion for Illuminator Vessels
    
    Unlocks said ability, read more from it in the relevant section for the 
    Illuminator.
    
    
    Basic Crew Training
    
    Labs Required       : 4 Temples of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Maximum Trainable Level for Capital Ships increased to 3
    
    Therefore, you can purchase the levels for your capital ships for one extra
    level, up to 3, when it was previously 2.
    
    
    Martyrdom
    
    Labs Required       : 4 Temples of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Unlocks Martyrdom for Seeker Vessels
    
    This unlcosk the said ability for the Seeker Vessels, so read up in the
    relevant section. 
    
    
    Crusader Design
    
    Labs Required       : 5 Temples of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks the Crusader
    
    Unlocks the said ship, what more could it mean?
    
    
    Ruthlessness
    
    Labs Required       : 7 Temples of Hostility
    Technology Required : 1 Level in Crusader Design
    Levels              : 1
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    
    Effect: Unlocks Ruthlessness for Crusaders
    
    This unlocks the ability for the Destra Crusaders, so look up the relevant 
    section for more information.
    
    
    Subjugator Design
    
    Labs Required       : 5 Temples of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks the Subjugator
    
    Unlocks the said ship, this is starting to get a little boring typing this 
    over and over again.
    
    
    Perseverance
    
    Labs Required       : 6 Temples of Hostility
    Technology Required : 1 Level in Subjugator Design
    Levels              : 1
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    
    Effect: Unlocks Perseverance for the Subjugator
    
    This unlocks the said ability, look in the relevant section per usual.
    
    
    Unfettered Phase Jumps
    
    Labs Required       : 6 Temples of Hostility
    Technology Required : None
    Levels              : 1
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    
    Effect: Unlocks Infalliable Jump Drives for Seeker Vessels
    
    Unlocks said ability, look under the relevant section for further details.
    
    
    Mass Transcendence
    
    Labs Required       : 8 Temples of Hostility
    Technology Required : None
    Levels              : 2
    Cost                : 1800 Credits, 350 Metal, 550 Crystals
    Cost - Level 2      : 1900 Credits, 375 Metal, 575 Crystals
    
    Effect: All Capital Ships gain an extra .92 experience per second until Level 
            2. Gains extra 25% experience from battle.
    
    This is a definite get for your capital ships, that little extra boost in 
    battle makes them more powerful a lot faster, unlock their ultimate ability 
    faster than usual. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [8.03] Substance
    
    Refined Frameworks
    
    Labs Required       : 1 Temple of Hostility
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Increases maximum hull points and regeneration by 5%
    
    This is useful when your shields are broken down, after all, the more you
    have in hulls, the longer your ships last in battles.
    
    
    Elegant Hull Design
    
    Labs Required       : 3 Temples of Hostility
    Technology Required : 2 Levels in Refined Frameworks
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Increaes maximum hull points and regeneration by a further 5%
    
    This is still useful, as long as you have more hull points, the longer your
    ships can stand and put up a fight. 
    
    
    Supreme Architecture
    
    Labs Required       : 5 Temples of Hostility
    Technology Required : 2 Levels in Elegant Hull Design
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Increases maximum hull points and regeneration by a final 5%
    
    This is the last upgrade for the hulls, and this is quite useful, especially
    in the end where there will be epic fleet battles. 
    
    
    Augmented Launchers
    
    Labs Required       : 2 Temples of Hostility
    Technology Required : None
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Bomb Damage increased by 5%
    
    This is useful when you are planning to bomb down someone's planet, the more
    damage your bombs drop, the faster you can take down the planet.
    
    
    PsiTech Propelled Bolts
    
    Labs Required       : 3 Temples of Hostility
    Technology Required : 2 Levels in Augmented Launchers
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Bomb Damage increased by a further 5%
    
    Again, this is useful later on in the game when your fleet needs to take on
    the other empires and move through their empire, taking their planets along 
    the way.
    
    
    Divine Launcher Arrays
    
    Labs Required       : 5 Temples of Hostility
    Technology Required : 2 Levels in PsiTech Propelled Bolts
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Bomb Damage increased by a final 5%
    
    This is the last upgrade, and useful late in the game when you need to take
    on and destroy enemy planets. Until then, don't bother with this upgrade. 
    
    
    Advanced Composites
    
    Labs Required       : 6 Temples of Hostility
    Technology Required : None
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Armour is increased by 1 point
    
    This increases the armour of your ship, which means that when they are taking
    on your hull, the enemy needs to dish out a bit more damage than before to 
    takie down your ships. 
    
    
    Telekinetic Projection
    
    Labs Required       : 7 Temples of Hostility
    Technology Required : 2 Levels in Advanced Composites
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    
    Effect: Armour is increased by another 1 point
    
    This makes your ship even harder to take down when it is surviving on the hull
    points after the shields have been compromised. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [9.01] Nanotechnology
    
    Improved Salvaging
    
    Labs Required       : 1 Viturska Imperial Lab
    Technology Required : None
    Levels              : 1
    Cost                : 400 Credits, 25 Crystals
    
    Effect: Salvage Cooldown Time decreased by 50%, extra 20% income
    
    Basically, this makes the salvage ability a bit more useful, you need to wait
    a shorter period of time before you can use it and you get more money for 
    entering a battle. It pays to be aggressive early. Literally.
    
    
    Wreckage Auto-Salvage
    
    Labs Required       : 3 Viturska Imperial Labs
    Technology Required : 1 Level in Improved Salvaging
    Levels              : 3
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    Cost - Level 3      : 1000 Credits, 150 Metal, 225 Crystals
    
    Effect: Capital ships automatically salvage ships and structures
    
    You may wonder, why bother with three levels, but what isn't mentioned is that
    you get a little extra more from each level. Each level increases the 
    income gained from the same structure. 
    
    
    Artificial Longevity
    
    Labs Required       : 2 Viturska Imperial Labs
    Technology Required : None
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Population Growth increased by 20%
    
    This means that your population grows even faster than before, and that
    means that your new planets are going to be receiving that little tax bonus
    a lot faster. 
    
    
    Trauma Nanomedicine
    
    Labs Required       : 4 Viturska Imperial Labs
    Technology Required : 2 Levels in Artificial Longevity
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Population Survival Rate increased by 10% during bombardments
    
    Basically, this will have more of your population surviving during a planet
    bombardment, and while this may seem trivial, it will be useful if you manage
    to fend off the attackers. 
    
    
    Resource Sublimation
    
    Labs Required       : 2 Viturska Imperial Labs
    Technology Required : None
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Metal and Crystal Extraction Rate increased by 5%
    
    This differs from the other empires given that it increases both at the same
    time.
    
    
    Entanglement Filtering
    
    Labs Required       : 3 Viturska Imperial Labs
    Technology Required : 2 Levels in Resource Sublimation
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Metal and Crystal Extraction Rate increased by a further 5%
    
    Look on the bright side, at least you don't need to research two technologies
    when you can just do one.
    
    
    Catalyzed Atomic Sorting
    
    Labs Required       : 5 Viturska Imperial Labs
    Technology Required : 2 Levels in Entanglement Filtering
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Metal and Crystal Extraction Rate increased by another 5%
    
    The third last in the improvements that both increase crystal and metal rates,
    and given that the other empires have 6 techs and you only have 3, you save a
    bit there.
    
    
    Orbital Processing
    
    Labs Required       : 3 Viturska Imperial Labs
    Technology Required : 1 Level in Entanglement Filtering
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks Matter Processor
    
    This is basically the orbital refinery that the other empires have access to.
    
    
    Matter Decompilation
    
    Labs Required       : 7 Viturska Imperial Labs
    Technology Required : 2 Levels in Catalyzed Atomic Sorting
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 425 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 450 Crystals
    
    Effect: Metal and Crystal Extraction Rate increased by a final 5%
    
    This means that you get a big boost to your crystal and metal rates by the 
    time you finish this tech. 
    
    
    Off-World Exports
    
    Labs Required       : 4 Viturska Imperial Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Unlocks the Trade Port
    
    I swear that the name smuggling port would sound better, given the exports 
    part of the name, but it unlocks the trade port, nothing else. 
    
    
    Valuable Goods
    
    Labs Required       : 5 Viturska Imperial Labs
    Technology Required : 1 Level in Off-World Exports
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Trade Port Income increased by 8%
    
    Basically, the value of the goods that you trade are increased by 8%, which
    pretty much increases the trade port income.
    
    
    Priceless Goods
    
    Labs Required       : 7 Viturska Imperial Labs
    Technology Required : 2 Levels in Valuable Goods
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    
    Effect: Trade Port Income increased by a further 8%
    
    Well, obviously, priceless has a price tag since you get an extra 8% income
    from your trade ports.
    
    
    Power Draining Nanites
    
    Labs Required       : 5 Viturska Imperial Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks Nano Weapon Jammer
    
    Basically, it unlocks the said jammer. Simple.
    
    
    Enhanced Nanites
    
    Labs Required       : 6 Viturska Imperial Labs
    Technology Required : 1 Level in Power Draining Nanites
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Increases maximum number of ships targeted by Nano Weapon Jammer
    
    Basically makes the Nano Weapon Jammer that much more useful. Provided it was
    useful in the first place.
    
    
    Molecular Assembly
    
    Labs Required       : 6 Viturska Imperial Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Structure Build Time decreased 5%
    
    This reduces the build time for your structures, but really, isn't all that
    useful, since by the time you can get this upgrade, you need to be 
    micromanaging an entire empire, and that would easily take off that advantage.
    
    
    Optimized Construction
    
    Labs Required       : 7 Viturska Imperial Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    
    Effect: Build Cost for Structures and Ships decreased by 4%
    
    Useful when you need to build up a massive fleet or setting up an empire, but
    that is about it. But this stage, you already have a big fleet anyway. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [9.02] Phase Mastery
    
    Phase Space Monitoring
    
    Labs Required       : 1 Viturska Imperial Lab
    Technology Required : None
    Levels              : 1
    Cost                : 400 Credits, 25 Crystals
    
    Effect: Detects Enemies jumping into your systems 1 phase jump away
    
    Basically, if an enemy tries to jump into a system that you control, you will
    be able to see them coming, which gives you that little extra time to run and
    hide.
    
    
    Extended Range Sensors
    
    Labs Required       : 4 Viturska Imperial Labs
    Technology Required : 1 Level in Phase Space Monitoring
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Detects enemies jumping into your systems 2 phase jumps away
    
    Basically, if the enemy is trying to enter your system and they are two
    systems away, you will detect them. Excellent if you need warning to move in a
    forward fleet in to reinforce the position. 
    
    
    Highly Attuned Sensors
    
    Labs Required       : 8 Viturska Imperial Labs
    Technology Required : 1 Level in Extended Range Sensors
    Levels              : 1
    Cost                : 1800 Credits, 350 Metal, 550 Crystals
    
    Effect: Detects all enemies phase jumping
    
    Basically, if you want to know when the enemy is moving their fleet out of 
    their home systems, you can use this tech and move in whilst they are unaware.
    Basically the best tech that you can have before you jump into an invasion, 
    you know when the enemy moves out, and thus, when to strike. 
    
    
    Long Range Jumps
    
    Labs Required       : 2 Viturska Imperial Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Ships can phase jump between stars
    
    Again, this is only useful as long as there are stars that you can jump to,
    if there isn't, then this is pointless.
    
    
    Phasic Barrier
    
    Labs Required       : 3 Viturska Imperial Labs
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks Phasic Barrier for Structures
    
    Basically, as a trade off, this unlocks a barrier for structures that they 
    can deploy, which increases their shields by a massive amount, but as a 
    result, they will have no production. 
    
    
    Phasic Cloaking
    
    Labs Required       : 4 Viturska Imperial Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Unlocks Phasic Cloaking for Navigators
    
    This unlocks the said ability for your Jikara Navigators, read more in the
    relevant section.
    
    
    Worm Hole Stabilization
    
    Labs Required       : 4 Viturska Imperial Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Allows Travel through Wormholes
    
    Again, it is only useful if there wormholes on the map. 
    
    
    Gravity Tolerance
    
    Labs Required       : 5 Viturska Imperial Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 250 Metal, 350 Crystals
    
    Effect: Increases Gravity Tolerance by 5%
    
    This basically means that your ships can phase jump 5% closer to the planet
    than before, which is quite useful if you want to flee from the enemy and you
    don't want to be taking too much fire.
    
    
    Phase Tunneling
    
    Labs Required       : 5 Viturska Imperial Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks Phase Stabilizer
    
    Basically unlocks the said structure. Nothing else needs to be said.
    
    
    Enhanced Tunneling
    
    Labs Required       : 7 Viturska Imperial Labs
    Technology Required : 1 Level in Phase Tunneling
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    
    Effect: Phase Lane that is Stabilized by Phase Stabilizer increased speed by
            20%
    
    This basically means that a phase lane that has a phase stabilizer on it 
    will be faster to travel on by a nice 20%, which is quite handy if you are 
    shifting a reserve fleet or a forward fleet back to defend a planet.
    
    
    Returning Armada
    
    Labs Required       : 8 Viturska Imperial Labs
    Technology Required : 2 Levels in Enhanced Tunneling
    Levels              : 2
    Cost                : 1800 Credits, 350 Metal, 550 Crystals
    Cost - Level 2      : 1900 Credits, 375 Metal, 575 Crystals
    
    Effect: Unlocks Returning Armada for your Phase Stabilizers
    
    What does this do, it basically summons 5 of each of the following ships back
    to where the Stabilizer is, Skarovas Enforcers, Kanrak Assailants, Lasurak
    Transporters, Ravastra Skirmishers, Jarun Migrators and Junsurak Sentinels. 
    This is an exceptionally powerful ability that is two fold, you can summon
    this fleet to rapidly defend a planet from impending attack, and it will do
    so effectively, however, it will kill your fleet supply in no time, because 
    this does take up fleet supply. 
    
    
    Phasic Transmissions
    
    Labs Required       : 6 Viturska Imperial Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Increases fleet supply by 8%
    
    This is quite necessary for your empire, increasing fleet supply means that
    you can hold more ships in your fleet, and that means that you will be able
    to dominate your enemy with even more force, 8% more!
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [9.03] Oppression
    
    Expert Bounty Hunting
    
    Labs Required       : 1 Viturska Imperial Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Bounty Collection increased by 25%
    
    Basically, when you collect bounties on other empires, the money you get is 
    an extra 25% on what you should normally get. 
    
    
    Full Terran Lockdown
    
    Labs Required       : 1 Viturska Imperial Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Population Cap on Terran Planets increased by 8%
    
    Basically, this means that your terran planets will be providing a little 
    more in terms of credit. 
    
    
    Fortification Specialists
    
    Labs Required       : 1 Viturska Imperial Labs
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Build Time for Emergency Facilities decreased by 40%, Cost 25% Less
    
    This basically makes your emergency facilities more useful, they cost a lot
    less than before, as well as the fact that they also build a lot faster so
    you have a little more prevention when the enemy decides to pay a visit.
    
    
    Raider Xenophobia
    
    Labs Required       : 2 Viturska Imperial Labs
    Technology Required : None
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Pirate Attacks are 10% weaker
    
    When pirates attack you, they dish out less damage than usual, and their force
    is less in number, if compared, with the same strength of attack, to another
    empire. Basically, this means that the pirates are weaker against you than 
    normal.
    
    
    Volcanic Occupation
    
    Labs Required       : 2 Viturska Imperial Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Volcanic Planets now Colonizable
    
    This means that you can take control of volcanic planets, more metal for 
    all.
    
    
    Extreme Heat Metabolism
    
    Labs Required       : 4 Viturska Imperial Labs
    Technology Required : 1 Level in Volcanic Occupation
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Population Cap on Volcanic Planets increased by 8%
    
    That means that you get slightly more tax money from volcanic planets, besides
    all that shiny metal that you are already receiving. 
    
    
    Sulfurous Respiration
    
    Labs Required       : 5 Viturska Imperial Labs
    Technology Required : 2 Levels in Extreme Heat Metabolism
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Population Cap on Volcanic Planets increased by another 8%
    
    That means even more tax income from your volcanic planets, which is always
    nice.
    
    
    Arctic Occupation
    
    Labs Required       : 2 Viturska Imperial Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Icy Planets now Colonizable
    
    This means you can take over icy planets, the king of crystal planets.
    
    
    Subzero Biology
    
    Labs Required       : 3 Viturska Imperial Labs
    Technology Required : 1 Level in Arctic Occupation
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Population Cap on Volcanic Planets increased by 8%
    
    This means you get a little extra on the side from your Icy planets, which 
    makes it a nice source of credits on top of the crystals.
    
    
    Compelling Propaganda
    
    Labs Required       : 3 Viturska Imperial Labs
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks Media Hub
    
    Well, if you are planning to start on culture fighting, or in this case, 
    given the lack of technologies compared to other factions, culture defending,
    you will need this ability.
    
    
    Regimented Thought
    
    Labs Required       : 4 Viturska Imperial Labs
    Technology Required : 1 Level in Compelling Propaganda
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Spread of Culture increased by 5%, damage dealt by friendly ships in 
            your culture's influence increased by 4%
    
    This means that you will spread the rate in which your culture is spread 
    throughtout the galaxy, and means that ships under your control as well as 
    those under the control of the friendlies, will dish out more damage. 
    
    
    Shock and Awe
    
    Labs Required       : 5 Viturska Imperial Labs
    Technology Required : 2 Levels in Regimented Thought
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Spread of Enemy Culture decreased by 20% in gravity wells with a 
            capital ship. 
    
    This means that when you have a capital ship inside a gravity well, the rate 
    in which culture is stopped in its footsteps. Also remember that the capital
    ship also has a positive effect on your culture as well. 
    
    
    Cunning Sympathizers
    
    Labs Required       : 6 Viturska Imperial Labs
    Technology Required : 2 Levels in Regimented Thought
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Spread of Culture increased by 5%, damage dealt by friendly ships in
            your culture's influence increased by 3%
    
    This means that you have your culture spreading faster as well as giving a 
    little damage boost. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [10.01] Prototypes
    
    Regeneration Bay
    
    Labs Required       : 1 Lirtestra Weapons Lab
    Technology Required : None
    Levels              : 1
    Cost                : 400 Credits, 25 Crystals
    
    Effect: Unlocks Regeneration Bay. Nuff said.
    
    
    Destructor Prototype
    
    Labs Required       : 1 Lirtestra Weapons Lab
    Technology Required : None
    Levels              : 1
    Cost                : 400 Credits, 25 Crystals
    
    Effect: Unlocks the Karrastra Destructor
    
    This is going to be a very short list...
    
    
    Assailant Prototype
    
    Labs Required       : 1 Lirtestra Weapons Lab
    Technology Required : None
    Levels              : 1
    Cost                : 400 Credits, 25 Crystals
    
    Effect: Unlocks the Kanrak Assailant
    
    Like I said, short section
    
    
    Sentinel Prototype
    
    Labs Required       : 2 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks the Junsurak Sentinel
    
    Laa la la laa la. La laa la la la la. 
    
    
    Charged Missiles
    
    Labs Required       : 4 Lirtestra Weapons Labs
    Technology Required : 1 Level in Sentinel Prototype, 1 Level in Assailant 
                          Prototype
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Unlocks Discharging Missiles for the Kanrak Assailant and the Junsurak
    Sentinel. 
    
    Read more in the relevant section. It is a nice ability, but I can't be 
    bothered to rehash things over and over again. 
    
    
    Phase Jump Disruption
    
    Labs Required       : 2 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks Phase Jump Inhibitor
    
    Unlocks the said structure. Nothing going on here, move on.
    
    
    Hangar Defence
    
    Labs Required       : 2 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 1
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    
    Effect: Unlocks Hangar Defence
    
    Some extra strike craft to take over the defence of your planet. 
    
    
    Transporter Prototype
    
    Labs Required       : 3 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Unlocks the Lasurak Transporter
    
    Move along now, nothing to see here.
    
    
    Basic Crew Training
    
    Labs Required       : 3 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 1
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    
    Effect: Max Trainable Level of Capital Ships raised to 3
    
    Basically, you can train your ships from Level 2 from the start, and this 
    will be increased to 3.
    
    
    Interference
    
    Labs Required       : 4 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Unlocks Interference Ability for Skirmishers
    
    If you can read the effect, keep moving. There are relevant sections for this
    kind of stuff.
    
    
    Overseer Prototype
    
    Labs Required       : 4 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    
    Effect: Unlocks the Serevun Overseer
    
    It unlocks a nice ship for you to play with!!!!!!!!!!!1!!!!!11
    
    
    Mobile Phase Detection
    
    Labs Required       : 5 Lirtestra Weapons Labs
    Technology Required : 1 Level in Overseer Prototype
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks Mobile Phase Detection ability for Serevun Overseer
    
    Read the relevant section for more information about this ability. 
    
    
    Jump Degradation
    
    Labs Required       : 6 Lirtestra Weapons Labs
    Technology Required : 1 Level in Mobile Phase Detection
    Levels              : 1
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    
    Effect: Unlocks Jump Degradation for Serevun Overseer
    
    Again, look at the relevant section for more information about this ability.
    
    
    Subverter Prototype
    
    Labs Required       : 5 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks the Stilakus Subverter
    
    You have another addition for your fleet, and that is about it.
    
    
    Distortion Field
    
    Labs Required       : 6 Lirtestra Weapons Labs
    Technology Required : 1 Level in Subverter Prototype
    Levels              : 1
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    
    Effect: Unlocks Distortion Field for the Stilakus Subverter
    
    This is a nice ability, but again, read about this ability under the section
    for the specific ship.
    
    
    Enforcer Prototype
    
    Labs Required       : 5 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    
    Effect: Unlocks the Skarovas Enforcer
    
    Another ship, another piece of research to obtain it.
    
    
    Inertial Field
    
    Labs Required       : 7 Lirtestra Weapons Labs
    Technology Required : 1 Level in Enforcer Prototype
    Levels              : 1
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    
    Effect: Unlocks the Inertial Field ability for the Skarovas Enforcer
    
    This is another ability that is listed under the ship's relevant section, 
    search for it.
    
    
    Jump Inhibition Immunity
    
    Labs Required       : 6 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    
    Effect: Unlocks Infallible Jump Drive for the Jikara Navigator
    
    It is a nice ability, but it is a bit late until you get access to this and
    by then, you know enough to blow up a system, not scout it out.
    
    
    Kostura Prototype
    
    Labs Required       : 8 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 1
    Cost                : 1800 Credits, 350 Metal, 550 Crystals
    
    Effect: Unlocks the Kostura Cannon Weapon
    
    This gives you access to the superweapon, the Kostura Cannon. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [10.02] Assault
    
    Rapid Pulse Cycling
    
    Labs Required       : 1 Lirtestra Weapons Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: All Pulse Weapons deal 5% more damage
    
    Basically, your basic weapons get a little boost, which is quite handy.
    
    
    Enhanced Pulse Emission
    
    Labs Required       : 2 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Rapid Pulse Cycling
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: All Pulse Weapons deal an extra 5% damage
    
    Again, it makes your pulse weapons a bit stronger, which is always nice, for
    the cost, at least.
    
    
    Quick Pulse Streaming
    
    Labs Required       : 3 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Enhanced Pulse Emission
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: All Pulse Weapons deal another 5% more damage
    
    Again, pulse weapons get stronger, but this isn't it for the pulse weapons.
    
    
    Intense Pulse Beams
    
    Labs Required       : 4 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Quick Pulse Streaming
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: All Pulse Weapons deal a final 5% more damage again
    
    This is the last of the pulse weapons upgrades, and as you can see, they have
    nearly have their power increased by 50%
    
    
    Pinpoint Bombardment
    
    Labs Required       : 6 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Intense Pulse Beams
    Levels              : 3
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    Cost - Level 3      : 1600 Credits, 300 Metal, 450 Crystals
    
    Effect: Planetary Bombardment Range increased by 13%
    
    That means that you will get an extra range boost, meaning that you can hit
    a planet from further away, which can be quite handy for hit and run missions.
    
    
    Phase Miniaturization
    
    Labs Required       : 1 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Phase Missiles have an extra 5% chance to bypass shields
    
    For your ships that use a lot of phase missiles, this will be quite handy
    early on, if you use missile ships en masse, but otherwise, it isn't as 
    useful as it sounds.
    
    
    Phase Prediction
    
    Labs Required       : 3 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Phase Miniaturization
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Phase Missiles have another 5% chance to bypass enemy shields
    
    Again, if you use missile ships, this is useful to strike at the hull of
    the ships quickly and destroy them, but later on, this becomes useless 
    with capital ships moving in to ruin the fun.
    
    
    Superior Missile Phasing
    
    Labs Required       : 5 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Phase Prediction
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Phase Missiles get another 5% chance to bypass enemy shields
    
    This might be useful, but at the point where you can research this, the
    enemy has probably invested in some research to increase hull points and
    regeneration rates, as well as building an all rounded fleet.
    
    
    NME Warheads
    
    Labs Required       : 6 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Superior Missile Phasing
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: Phase Missiles deal an extra 10% damage
    
    This is slightly more useful, mainly because you will actually do more
    than a pin prick when you are attacking the enemy with phase missiles.
    
    
    Basic Wave Cannons
    
    Labs Required       : 4 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 2
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: All Wave Weapons deal an extra 5% damage
    
    This means that your wave weapons do a bit more damage, and dish out a little
    bit more hurt on the enemy.
    
    
    Wave Amplification
    
    Labs Required       : 5 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Basic Wave Cannons
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: All Wave Weapons deal an additional 5% damage
    
    This means that your wave weapons are against slightly more effective than
    they were before. Nothing new.
    
    
    Superior Wave Cannons
    
    Labs Required       : 6 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Wave Amplification
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: All Wave Weapons deal an extra 5% damage, again
    
    This is the last of the assault techs, and this means that there isn't much 
    there in terms of weapons boosting. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [10.03] Support
    
    Skeletal Reinforcement
    
    Labs Required       : 1 Lirtestra Weapons Lab
    Technology Required : None
    Levels              : 2
    Cost                : 400 Credits, 25 Crystals
    Cost - Level 2      : 500 Credits, 50 Crystals
    
    Effect: Hull Points Capacity increased by 6%, Hull Point Regeneration boosted
            by 3%
    
    This means that your hulls can survive a bit more damage and they can repair
    themselves a bit better.
    
    
    Self-Repairing Systems
    
    Labs Required       : 2 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Skeletal Reinforcement
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Hull Points Capacity increased by a further 2%, Hull Point 
            Regeneration boosted by an additional 10%
    
    This is quite useful if you are planning to be taking some hull damage, and if
    you can survive it, you can repair your ships quicker and rejoin the battle 
    that much quicker.
    
    
    Reintegration
    
    Labs Required       : 2 Lirtestra Weapons Labs
    Technology Required : 1 Level in Self-Repairing Systems
    Levels              : 2
    Cost                : 600 Credits, 50 Metal, 100 Crystals
    Cost - Level 2      : 700 Credits, 75 Metal, 125 Crystals
    
    Effect: Unlocks Reintegration for Ravastra Skirmishers and Skarovas Enforcers
    
    It unlocks the said ability for the above-mentioned ships, nothing new there,
    I hope.
    
    
    Enhanced Hull Integrity
    
    Labs Required       : 4 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Self-Repairing Systems
    Levels              : 2 
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: Hull Points Capacity increased by a further 7%, Hull Point
            Regeneration boosted by an additional 3%
    
    This is another useful boost, this means that you ships can dish out the 
    punishment as they survive longer in battle.
    
    
    Bifurcative Shielding
    
    Labs Required       : 3 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Shields Capacity improved by 5%, Shield Regeneration boosted by 5%
    
    This means that your ship can take more damage with their shields on, and 
    regenerate those points faster. Important and vital in large battles.
    
    
    Multi-Pass Shield Arrays
    
    Labs Required       : 5 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Bifurcative Shielding
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Shields Capacity improved by 5%, Shield Regeneration boosted by 5%
    
    Again, the same as before, but the faster you get this research done, the
    quicker your ships have an edge in battle over your enemy, or in some cases,
    restoring the balance. 
    
    
    Atomic Engineering
    
    Labs Required       : 3 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: All Ships get an extra 1 armour point
    
    This means that their hulls can protect itself from more damage than 
    before, which is quite useful. 
    
    
    Flawless Armour
    
    Labs Required       : 4 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Atomic Engineering
    Levels              : 2 
    Cost                : 1000 Credits, 150 Metal, 250 Crystals
    Cost - Level 2      : 1100 Credits, 175 Metal, 275 Crystals
    
    Effect: All ships get an additional 1 point in armour
    
    Again, this means that your hulls can mitigate more damage than before from
    enemy fire. Useful in battle, let me tell you that. 
    
    
    Atomic Lattice Armour
    
    Labs Required       : 6 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Flawless Armour
    Levels              : 2
    Cost                : 1400 Credits, 250 Metal, 400 Crystals
    Cost - Level 2      : 1500 Credits, 275 Metal, 425 Crystals
    
    Effect: All ships get an additional .5 points in armour, mass decreased by 4%
    
    This means that your ships gets even more armour, as well as a lower mass,
    meaning it can turn faster, move faster, and accelerate faster. 
    
    
    Improved Reactor Design
    
    Labs Required       : 3 Lirtestra Weapons Labs
    Technology Required : None
    Levels              : 2
    Cost                : 800 Credits, 100 Metal, 175 Crystals
    Cost - Level 2      : 900 Credits, 125 Metal, 200 Crystals
    
    Effect: Antimatter Capacity and Antimatter Regeneration increased by 5%
    
    Useful for capital ships, meaning that they can spend more antimatter and
    spend it on their abilities faster than before. 
    
    
    Optimized Reactors
    
    Labs Required       : 5 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Improved Reactor Design
    Levels              : 2
    Cost                : 1200 Credits, 200 Metal, 325 Crystals
    Cost - Level 2      : 1300 Credits, 225 Metal, 350 Crystals
    
    Effect: Antimatter Capacity and Antimatter Regeneration boosted by another 5%
    
    This means that you have more antimatter to play with as well as less time to
    wait until you can use the abilities of your capital ships. 
    
    
    Superior Chain Reactors
    
    Labs Required       : 7 Lirtestra Weapons Labs
    Technology Required : 2 Levels in Optimized Reactors
    Levels              : 2
    Cost                : 1600 Credits, 300 Metal, 475 Crystals
    Cost - Level 2      : 1700 Credits, 325 Metal, 500 Crystals
    
    Effect: Antimatter Capacity and Antimatter Regeneration boosted by 5%
    
    This is the final upgrade, and this means that your capital ships have more
    to play with as well as a much shorter time to wait before they can get their
    antimatter up and enough to blow up another ship. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [11.01] Logistic Structures
    
    TEC Name    : Metal Extractor
    Advent Name : Metal Extractor
    Vasari Name : Metal Extractor
    
    Cost            : 250 Credits
    Hull Points     : 2500
    Armour          : 4
    Research Needed : None
    Slots Used      : 0
    
    Basically, this is what you need to build on asteroids in order to collect
    metal. This is necessary in all empires, metal is needed for ship building as
    well as structure building. Anyway, is one of the most important structures
    that you need to build when you take control of a planet, the most important,
    if possible, is the next one.
    
    
    TEC Name    : Crystal Extractor
    Advent Name : Crystal Extractor
    Vasari Name : Crystal Extractor
    
    Cost            : 250 Credits
    Hull Points     : 2500
    Armour          : 4
    Research Needed : None
    Slots Used      : 0
    
    This is the most important structure, without this, you will not have any
    sort of crystal income, and that is absolutely necessary for research and 
    the construction of powerful battle vessels. This is the first thing you need
    to build when you enter a new system. Anyway, make sure you scout the crystal
    asteroids first and then build them once you get control of the system.
    
    
    TEC Name    : Frigate Factory
    Advent Name : Frigate Factory
    Vasari Name : Frigate Factory
    
    Cost            : 600 Credits, 80 Metal, 80 Crystals
    Hull Points     : 4000
    Armour          : 4
    Research Needed : None 
    Slots Used      : 4
    
    This is one of the most important structures if you are planning to build a 
    fleet, this is necesssary for you to build any sort of frigate or cruiser for
    your fleet. This is vital in the beginning as you need frigates to clear the
    systems of new planets in order to take them over and then cruisers later on
    as a mainstay for your fleet. You automatically have one when you start the
    game.
    
    
    TEC Name    : Capital Ship Factory
    Advent Name : Capital Ship Factory
    Vasari Name : Capital Ship Factory
    
    Cost            : 1000 Credits, 250 Metal, 100 Crystals
    Hull Points     : 4500
    Armour          : 6
    Research Needed : None
    Slots Used      : 4
    
    This is rather important early on and exceptionally useful later on in the
    game. This is needed to produce any of the 5 capital ships for your faction,
    and you will be needing capital ships for their firepower, which is unrivalled
    on a one on one situation. However, don't worry about the cost for your first
    ship, the first ship will be for free, but the rest will cost you money. 
    
    
    TEC Name    : Military Lab
    Advent Name : Temple of Hostility
    Vasari Name : Lirtestra Weapons Lab
    
    Cost            : 750 Credits, 60 Metal, 80 Crystals
    Hull Points     : 4500
    Armour          : 6
    Research Needed : 0
    Slots Used      : 4
    
    This is necessary for the development of military technology, but in your
    entire empire, you will only need 8, since that is all that is need to 
    research the best of the best in military technology. Remember to spread them
    out, as not to waste logistical slots for no reason. Remember, you will only
    need eight of these buildings.
    
    
    TEC Name    : Civics Lab
    Advent Name : Temple of Harmony
    Vasari Name : Viturska Imperial Lab
    
    Cost            : 750 Credits, 60 Metal, 80 Crystals
    Hull Points     : 4500
    Armour          : 6
    Research Needed : 0
    Slots Used      : 4
    
    This is necessary for research, but unlike the military counterpart, this is
    necessary for civilian technologies. Sure, this isn't all about blowing things
    up into tiny bits, but the key to supporting a powerful fleet is a strong
    economy. This is necessary for expansion as well, you will need this to take 
    over volcanic and icy planets, and these are exceptionally important. 
    
    
    TEC Name    : Trade Port
    Advent Name : Trade Port
    Vasari Name : Trade Port
    
    Cost            : 750 Credits, 100 Metal, 125 Crystals
    Hull Points     : 4500
    Armour          : 5
    Research Needed : 1 Level in Orbital Commerce (TEC)
                      1 Level in Interplanetary Trade (Advent)
                      1 Level in Offworld Exports (Vasari)
    Slots Used      : 4
    
    This is a trade port, where basically, it is a structure that generates 
    credits for your empire. You need two trade ports to start a trade route, and
    that means you can start trading. Trade routes to foreign empires will lead
    to more trade income as well as trade routes to lead as far away as possible.
    The more trade ports you have, the more you will make. 
    
    
    TEC Name    : Orbital Refinery
    Advent Name : Trade Port
    Vasari Name : Matter Processor
    
    Cost            : 1500 Credits, 125 Metal, 175 Crystals
    Hull Points     : 6500
    Armour          : 5
    Research Needed : 1 Level in Orbital Refinement (TEC)
                      1 Level in Resource Focus (Advent)
                      1 Level in Orbital Processing (Vasari)
    Slots Used      : 4
    
    This basically sends out refinery ships to nearby asteroids, in the same
    system or in nearby systems, and assists in the recovery of metal and
    crystals, boosting your income in both areas. Remember that this isn't a 
    big boost, but a boost none the less. For the Advent, remember that there
    is a difference. With resource focus, you can shut down the trade port for
    a refinery. Keep that in mind. 
    
    
    TEC Name    : Broadcast Centre
    Advent Name : Temple of Communion
    Vasari Name : Media Hub
    
    Cost            : 900 Credits, 100 Metal, 150 Crystals
    Hull Points     : 4500
    Armour          : 6
    Research Needed : 1 Level in Interstellar Networks (TEC)
                      1 Level Unity Indoctrination (Advent)
                      1 Level Compelling Propaganda (Vasari)
    Slots Used      : 4
    
    This is necessary if you are planning to fight culture wars. There is a nice
    section about culture in the manual, so there is no point in me rehashing what
    you should have already read. Anyway, culture increases the allegiance of a 
    planet towards your empire, and weakens the allegiance of another empire's 
    planet against their owners. When culture for a colonized planet hits zero, 
    the planet will rebel, and they will be neutral, ready for the taking.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [11.02] Tactical Structures
    
    TEC Name    : Gauss Defence Platform
    Advent Name : Bean Defence Platform
    Vasari Name : Missile Platform
    
    Cost            : 250 Credits, 75 Metal, 35 Crystals
    Hull Points     : 3000
    Armour          : 12
    Damage Dealt    : 20
    Research Needed : None
    Slots Used      : 1
    
    This is your basic stationary platform, it is there to serve as a means to 
    attack stationary attackers, they are exceptionally weak against ships that
    move quickly and strike craft. These types of structures are only useful 
    against enemy sieges, since the attackers are stationary, but other than
    that, they aren't all that useful. 
    
    
    TEC Name    : Hangar Defence
    Advent Name : Hangar Defence
    Vasari Name : Hangar Defence
    
    Cost            : 700 Credits, 120 Metal, 70 Crystals
    Hull Points     : 4000
    Armour          : 8
    Research Needed : 1 Level in Hangar Defence (All Factions)
    Slots Used      : 4
    Antimatter      : 250
    
    This basically is a structure that allows you to base two strike craft off
    if it, and you can use it to defend your planets. This is actualyl quite 
    useful if you use these en mass, with many of these structures, and a well
    armed defence fleet, it will be hard for an enemy to break through your wall
    of missiles. 
    
    
    TEC Name    : Repair Platform
    Advent Name : Repair Platform
    Vasari Name : Repair Platform
    
    Cost            : 400 Credits, 100 Metal, 75 Crystals
    Hull Points     : 3500
    Armour          : 6
    Research Needed : 1 Level in Repair Platform/Regeneration Bay
    Slots Used      : 2
    Antimatter      : 300
    
    This basically uses its antimatter reserve in order to repair the hulls of
    friendly ships that have their hull damaged. This is important because ships
    might be on the brink of destruction and this may be necessary. However, keep
    these only on your frontline planets, where your fleet is likely to see 
    action, not in the back of your empire where it won't see the light of day.
    
    
    TEC Name    : Phase Jump Inhibitor
    Advent Name : Phase Jump Inhibitor
    Vasari Name : Phase Jump Inhibitor
    
    Cost            : 750 Credits, 80 Metal, 125 Crystals
    Hull Points     : 2400
    Armour          : 6
    Research Needed : 1 Level in Phase Jump Disruption
    Slots Used      : 4
    
    Basically, this structure will increase the amount of time it will take for
    an enemy vessel to jump out of a system where they fall under the radius of
    this structure. That means, if the enemy ship jumps into a phase lane where 
    it is under the effect of this inhibitor, it takes a lot longer than normal 
    for them to phase jump, enough time to deal the finishing blow.
    
    
    TEC Name    : Shield Generator
    Advent Name : Antimatter Recharge
    Vasari Name : Nano Weapon Jammer, Phase Stabilizer
    
    Cost            : 1000 Credits, 150 Metal, 175 Crystals
    Hull Points     : 4000
    Armour          : 6
    Research Needed : 1 Level in Planetary Shields (TEC)
                      1 Level in Antimatter Projection (Advent)
                      1 Level in Power Draining Nanites (Vasari)
                      1 Level in Phase Tunneling (Vasari)
    Slots Used      : 3
    Antimatter      : 300
    
    They all have the same stats, but each building is different. Of course, it 
    is all in order, so you don't get it wrong.
    
    The Shield Generator is a useful structure. Basically, it will provide a 
    shield for a planet that it is placed next to and it will place a nice big
    strong shield for the planet, which means it will take a lot longer for an
    enemy fleet to bombard the planet, and this is a two-fold effect, you will
    be able to keep your planet around longer, and take less damage, and the
    second ability will be to get enough time to send in reinforcements to take
    out the invaders.
    
    The Antimatter Recharge is a nice structure as it basically recharges the
    antimatter reserves of a friendly capital ship. This will be useful in the
    frontline planets, mainly because it will be where the capital ships will
    be first moved into for repairs. This is nice because antimatter takes a 
    hell of along time to recharge, and this effect is useful for planet 
    defence. Once you move your capital ships there, they will have a lot more
    antimatter to play with, and be able to repel the invaders a lot faster.
    
    Nano Weapon Jammers are the Vasari weapons of choice and these will use 
    nanomachines to increase the time it takes for an enemy ship to reload 
    their weapons and fire them on you. So what this does is that when the
    enemy attacks you in range of this structure, it will slow down their
    weapons, meaning that they can't dish out as much damage as they would please
    and as such, your structures, planet and ships take less damage in return. 
    
    The second structure for the Vasari is the Phase Stabilizer. This is useful
    because between two of these structures, you can form a new phase lane, and
    this is incredibly useful between two points on your empire or between 
    two planets that are close but are not linked. This makes it exceptionally
    useful for creating shortcuts, and direct lines of reinforcement. Look at it
    this way, you can send in reinforcements from your fleet production facilities
    to your frontline planets, without much risk. If the enemy gets close, you can
    always scuttle. 
    
    
    TEC Name    : Novalith Cannon
    Advent Name : Deliverance Engine
    Vasari Name : Kostura Cannon
    
    Cost            : 8000 Credits, 600 Metal, 500 Crystals
    Hull Points     : 4000
    Armour          : 5
    Research Needed : 1 Level in Novalith Prototype
                      1 Level in Deliverance Design
                      1 Level in Kostura Prototype
    Slots Used      : 18
    Antimatter      : 300
    
    These are effectively the superweapons of the game, but there is one key thing
    that you need to remember, with superweapons, they do not win the game for you
    alone, you still need a lot of strategy and tactical know how in order to be
    able to use the superweapon in conjunction with your fleet.
    
    The Novalith Cannon is a platform firing a nuclear slug at an enemy planet, 
    and this is done in order to dish out a lot of damage on the planet, weakening
    it and killing population. This is useful in conjunction of a bombarding 
    fleet, you need this weapon to weaken the planet, making for an easy capture.
    Not that useful in terms of a superweapon, but it does make capturing a lot
    easier. 
    
    The Deliverance Engine is useful in terms of culture. This will basically fire
    a lot of your own culture to a target planet, and that will increase the 
    presence of your culture in that planet, and this will, with some luck, lower
    the productivity of the planet as well as, even more optimistically, spark a
    revolution in that planet, making it neutral. This is best used on the 
    frontline planets, where you already have been making headway in terms of 
    culture, so it is easier to make neutral, and then take over.
    
    The Kostura Cannon is probably the most powerful. This is like a Novalith 
    Cannon, but instead of firing a slug, it will fire an energy shockwave into
    the planet, and instead of targeting planets, this will dish out a lot of
    damage to ships and structures. This is best used in preparation for a 
    strike on that planet, as it will weaken the invaders and make it a lot easier
    to capture because there isn't much resistance. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [12.01] Conquering New Planets
    
    When you want to conquer planets, especially new ones, you need to make sure
    that your fleet is ready to fight. Why? Because new planets that are new, 
    that is, you are the first one there, will contain some natives, and they
    fight back.
    
    They are normally armed with frigates and light cruisers, so your basic 
    frigates will not have such an easy time. There is also enough in terms of
    firepower that your capital ships will struggle if they are on their own. 
    
    Basically, if you want to take a new planet, send about 5 of your basic combat
    frigates and a capital ship, the one that you get for free, and send them
    in to clear out the mess. However, you also need to know how to win, because
    the odds are that your firepower is evenly matched. 
    
    The most important thing is that your fleet will target one ship at a time,
    as such, concentrating fire. This is important for a reason, it will take
    down the enemy faster. Look at it this way, if you take every ship on one on
    one, you will have a crippled fleet, but if you concentrate fire, you can 
    win the battle with light losses, maybe two combat frigates at best. 
    
    When you are going to colonise the planet, the important thing to note is that
    you should never send the colony ship in until all the enemy ships have been
    destroyed. Once a colony ship enters the planet's gravity well, all enemy
    ships will change target and attack your colony ship. Basically, send it into
    the phase lane towards the new planet when you are nearly finished clearing
    the enemy forces.
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [12.02] Maintaining an Empire
    
    The hardest part of the game is maintaining an empire, the larger it gets, the
    harder to maintain. That means that you have planets to defend, planets to
    guard, planets to develop and planets the conquer.
    
    The first thing is to build up your planets. In each planet, you need to build
    the extractors, which is standard, and from there, it gets a little tricky in
    terms of what to build. Each planet will need a trade port, always, and a
    refinery would be good. Broadcast centres are also quite useful. Those are the
    necessities. Extractors, Broadcast Centre and Trade Port. After that, if you
    have a fair amount of logistical slots left, the best thing to do is to have
    a refinery. Then, place your labs, both military and civilian. Those are 
    best placed on the Terran and Desert planets, they have far more logistical
    slots to play with.
    
    For your Capital Ship and Frigate factories, placement is a bit harder. You
    will need to constantly build new ones near the frontlines of your empire, for
    defence, and demolish ones that are too far away from the action. Though keep
    a few in the rear, in case your frontline planets fall. That is set for 
    building logistical structures. Now, the tactical ones.
    
    For tactical structures, you don't need to be heavy handed in that regards. 
    Basically, superweapons should be deep in your empire, hangars should serve
    as basic defence, platforms for frontline planets. Repair platforms should
    be placed near a source of action, so your ships can make sure that don't 
    get crippled too badly. 
    
    Now, the planets you need to defend. Basically, planets that on the border
    with other empires are ones that you need to keep a fleet in. A small group
    of heavy cruisers and powerful frigates should serve as a blocking force, 
    platforms and hangars should provide backup, that is the most basic defence
    force. This is a defence force, if the enemy is dead serious to attack you,
    it will not be enough, you will need to use a strike force, to reinforce,
    repel, and then push them back to their own turf, and more on the strike 
    force later, in building an unstoppable fleet. 
    
    Other planets that need defence are those bordering the stars and those
    that are on the border of wormholes. Again, defend those planets with a small
    fleet as well as some stationary defences. Your PSIdar like techs will help
    you greatly. 
    
    With the development done, you need to colonise new planets. The most 
    important are ice, desert and terran planets, those you want to take straight
    away, because they are exceptionally valuable in terms of logistical and
    resource value. Desert planets have a lot of tactical and logistical slots, 
    making them good sources of credits and lab planets, terran planets are 
    necessary for credits and icy planets are needed for crystals. Use a powerful
    strike fleet to quickly demolish enemy resistance, and from there, colonise
    the planet and develop it.
    
    It is best to develop a planet to about half capacity before sending your
    strike fleet off to take another planet. This is because if you develop them
    to that capacity, they will have the ability to fend off attackers, and 
    since your fleet is a planet away, they can move back and strike hard at the
    enemy. 
    
    Now, you need to build relations with other empires. This is best done with
    those that are near you, mainly for backstabbing reasons, but also to find
    out what they are doing. Most of the early missions are give resource 
    missions while they become destroy other empire missions later on. The faster
    you build relations, the better for you, and once you gain access to their
    lands, move in your fleets, your battle fleets, and get ready for the backstab
    of the century.
    
    Finally, the last part of maintaining an empire, besides running an economy,
    defending all your planets, building weapons of mass destruction and building
    a massive fleet, is to use pirates to your advantage. Once you have a large
    empire, money will be flowing in left and right, and this is to your 
    advantage, use that money to place bounties on nearby empires, and put enough
    money in it so that it will be a SEVERE attack, so that the threat level is 
    on red. Make sure that you keep the bounty on the other empire, and let the
    pirates launch an attack. This is useful as a prelude to a powerful attack, 
    but that will be covered in the endgame. 
    
    Basically, build up your empire, develop all your planets, and start building
    a fleet. You want to play nice when building up a fleet, but don't worry, we
    aren't going to be nice too much longer. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [12.03] Building an Unstoppable Fleet
    
    Now, we need a big fleet. Of course, the perfect fleet need balance. It cannot
    be too big, otherwise, it will be extremely cumbersome to control, but if it
    is too small, it will be too ineffective. Basically, what a good fleet should
    strive to be is a small, powerful force, able to strike hard at enemy
    defences and move away before heavy enemy forces arrive. 
    
    Basically, there are several things that your fleet will need. It needs the
    ability to colonise planets, so your capital ships will need that role, it is
    too dangerous to leave colony frigates in the middle of a battle. It will need
    the ability to use strike craft. Do not underestimate the strike craft, they
    will be exceptionally useful. 
    
    Now, what you should have in it. Personally, it is up to you to decide what
    you find is manageable. My personal option is to have 5 capital ships, one of
    each, mainly for balance reasons, a bunch of heavy cruisers, carriers and a
    few support ships, and a nice use of frigates. Now, for frigates, you need
    long range missile based frigates, flak frigates and if you really want, you
    can have some siege frigates.
    
    The reason for this is that the capital ships are needed for their abilities,
    and their firepower. They provide the brunt of the attack, as well as take
    most of the damage. The heavy cruisers will be there to support your capital
    ships in battle, whilst the carriers will launch strike craft, bombers of 
    course, to do damage. Support cruisers will be there to basically tend to the
    fleet, and hinder the enemy. Frigates, well, they are not as useful. Long 
    range frigates are there to lend firepower and the flak frigates are to 
    disable enemy strike craft. 
    
    What most people tend to forget is that bombers are quite powerful, a group
    of 10 of them can easily demolish enemy ships with 2 runs, and they are 
    quite hard to take down without flak frigates. 
    
    Now, that fleet is powerful enough as it is, but at the end of the day, raw
    firepower cannot win the day by itself. You need support. That is the whole
    point of bringing the weaker support cruisers in, they are there to tend to
    the fleet, and the most important is the ability to repair hull damage. 
    
    A powerful fleet needs to be able to colonise for a reason. When you wipe
    out an empire on a planet, you want to take that planet and use it as an
    outpost. This will be useful because it gives you access to the enemy empire
    as well support, repair platforms and more defence will be useful for your
    cause. 
    
    Now, how to use your fleet. The best attack on the enemy is one that is 
    completely by surprise. And that means you need to be cunning. But that is
    covered in the endgame. Besides attacking, your fleet needs to be able to
    defend. Since you have 16 capital ships to play with, you are looking at a 
    fair amount of fleets, about 3 large strike fleets, and you will have them
    on several fronts. The enemy will attack, and you needs to recall a fleet
    and move them to the target planet. 
    
    The most important reason you want the enemy to attack a planet on your 
    frontline is simple. Attack and defeat the enemy fleet, and then do some 
    quick repairs, and push back into their system. If the enemy was serious in
    their attack, then what is left in their system is a bunch of ragtag fleet
    units, those that survived, and the defences. Take down the defences and 
    move on the planet. The next part depends on what the enemy does. If they
    move in a fleet, run back to your own planet, and fight on your terms, if
    they do not, take over. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [12.04] The Endgame
    
    One of the important parts of the game is the end. Rushing isn't as effective
    against a proper player, as they will build up their defences, but late in the
    game, when research has been exhausted, the fleets are balanced, the real 
    game starts, the game of who has the better strategy.
    
    At this point, I assume that everyone has a large stash of credits, metal and
    crystals, well defended border planets, fully developed planets, 3 strike
    fleets, and well, everything is at a stalemate. 
    
    There are two methods of getting a chance to take down the enemy. The first 
    is to have them attack you, and you counter attack. The second is to use 
    your diplomatic prowess and backstab them. The second one is exceptionally
    risky.
    
    The whole point in the end is to crush your enemies, without them knowing. 
    Against the AI, backstabbing is exceptionally easy if you protect yourself
    from the retribution that the enemy will surely dish out, but against human
    players, backstabbing is exceptionally harder. In this game, there are the
    paranoid, and there are the dead. 
    
    Well, how you want to crush the enemy is your business, but late games can get
    exceptionally crazy, considering how hard it is to break down the enemy. It
    takes skill and strokes of genius to win that late in the game. 
    
    So how do you win. Chokepoints. You see, there are points on the map where
    control of it will put you in a powerful position. Look at it this way, if 
    you control a star that is in the middle of an enemy empire, you have a 
    choke point. The enemy cannot use that star, and if they manage to escape, 
    you have more forces defending the other entry points. And with control of 
    the star, you can launch attacks on any of the connected planets, and that
    cna be deadly against a large empire. 
    
    Another way to win is to feint attacks. Send in a small, but powerful force,
    preferably one without capital ships, a bunch of heavy cruisers, enough to
    pose a threat, but one that can be easily replaced quickly and relatively
    cheaply. Now, with this strong attack, with siege frigates, it will spring
    the enemy into action. If you can take the planet, well good on you, take
    it, but it is not necessary. The whole point is to draw in other fleet units
    from neighbouring planets, leaving them relatively undefended, and that means
    you can send in your main attack force, one that is far more powerful, and 
    hit them hard. 
    
    One method to win that has not been mentioned is culture wars. Basically, on
    your border planets, build a lot of culture producing buildings, the media
    hubs, and use them to influence enemy planets. Slowly, weaken the allegiance 
    of that planet to their masters, force them to be neutral, take over, and 
    repeat. This is a useful method to peacefully take over another empire, and 
    it involves less warfare, all you need to do is to move in and claim the now
    neutral planet. 
    
    Anyway, it is how you want to proceed this late in the game to win, whether 
    you want to play two empires to play out against each other, take over their
    planets with culture or force, it is completely up to you, there are 
    thousands of ways to win, so happy hunting. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [A] Contact Information
    
    APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Never on that
    c,h,e,a,t,c,c.c,o,m. Remove the commas.
    
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    !Before you Email me, read everything in this Contact Information section and!
    !check the guide. If the information is already listed, your email will be   !
    !promptly deleted. 							     !
    !!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
    
    E-Mail Me, and for the love of all that isn't sacred, make sure that the title
    of the game is smacked into place. IF THERE IS NO TITLE ON THE MESSAGE, IT 
    WILL NOT BE READ, AND PROMPTLY DELETED. Also, email with courtesy. If you just
    hurl abuse, I will promptly hurl more abuse back, and save it so the entire
    world can abuse you and see your stupidity. 
    
    When you write the Email, you have to do so in English, and English only. No
    foreign languages allowed, Chinese, French, Spanish, Antarctic Penguin and so
    forth, mainly because I won't be able to understand it. 
    
    There will be absolutely NO INTERNET SPEAK IN ANY EMAILS. Seriously, I will
    not read emails full of lols, rofls or the like. No lazy English either. I 
    won't read crap like "Hw Tis in Gme" because it is lazy and inconsiderate. But
    that doesn't mean you send me a business letter detailing what information you
    want to know either. 
    
    Finally, if you see that there is something wrong in this FAQ, or something 
    that you think should be included in it, please send it in, the worse you can
    do is to have it rejected, but if I think it is a good addition, I'll add it
    with the next update as well as give you credit for the addition. Corrections
    are always welcome.
    
    I will also NOT RESPOND to the following:
    
     * Phishing Sites
     * Attempted Scams
     * Mass Spamming
     * Forward Messages
     * Advertising
     * Technical Issues
     * Illegal Activities
     * Unrelated Emails to the Game
     * Emails about Another Game
    
    All problems with technical issues to do with the gameplay such as bugs and
    glitches should be sent to the developer or publisher, or look for fixes or
    ways to avoid it. All technical issues with hardware should be sent to the 
    manufacturer of the piece of hardware in question. 
    
    The secret email address is:
    
    hillsdragon13 [at] [ho.tm.ail] [dot] [co.m]
    
    Now, the legend:
    
    [at]        = @
    [ho.tm.ail] = Remove the .'s
    [dot]       = .
    [co.m]      = Remove the .'s
    
    If you feel generous, you can send money via Paypal to that address. It is
    completely optional, but I'm curious to see how much I can milk, I mean make
    out of this. All donations are appreciated, seeing I have to pay for the 
    game this guide is for, and that does cost money, more since I'm faced with
    the outrageous prices found in Australia. 
    
    It may be a pain in the ass, but most smart people could figure out the real
    email address. The problem is that people would normally Ctrl+F to find the
    email address without reading the relevant guidelines, as well spamming sites
    which always find their way to my inbox. 
    
    Also, do not add me to your MSN, Yahoo or any other instant messaging system
    because you will be blocked and deleted permanently. Also, I will not accept
    invites to be your Facebook friend, or join any other social networking site
    because all invites will be rejected. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [B] Credits
    
    The credits section is where all the credits for the guides go. Anyone or
    anything that remotely helped out with this guide goes here, and that goes
    for all those people out there who have interesting information to send in.
    You know, your name could be on this list as well. 
    
    CJayC, The Creator of GameFAQs, thanks for all the memories
    SBAllen for administrating GameFAQs, keep up the good work
    You, no point of writing if no one is reading
    Ironclad Games for developing the game
    Stardock for publishing the game
    ASCII Generators for the ASCII Art
    Me for making it, yes, I'm that arrogant =)
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [C] Webmaster Information
    
    This is where all the sites that this guide can appear on are listed. If the
    site name is not on this list, that means that either they are accepted by
    me but not listed, due to logistical reasons (this is the same copyright 
    section as all the other guides, and no point listing a Civ 4 site on a Sims
    game), or they are not allowed outright. 
    
    Anyway, POINT OUT ALL SITES NOT LISTED HERE. It will be up to me what site is
    allowed or disallowed.
    
    www.GameFAQs.com <Master Copy> 
    www.NeoSeeker.com 
    www.SuperCheats.com 
    
    NeoSeeker and SuperCheats will have the guides a full day after it appears on
    GameFAQs. This is because those two sites grab any new update from me from
    GameFAQs itself, so if you are itching for the newest version, please check
    www.GameFAQs.com first.
    
    It will NEVER BE ALLOWED TO APPEAR ON
    
    www.cheatcc.com
    
    Why, because they stole some of my works before, and I will not forget that.
    No amount of goodwill will be able to repair what you have done. 
    
    *~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
    [D] Copyright Notice
    
    This game is Copyright 2008 Ironclad Games, Stardock. All Copyrights are
    held by their rightful owners as well as any Trademarks used. 
    
    This document is protected by copyright laws in many countries, so please 
    don't steal. This FAQ can be used for personal use, which means you can store
    a copy on your home PC, your IPod, USB Drive, etc. You cannot use this FAQ to
    sell for your own financial gain. Doing so is fraud, and I will promptly have
    all the money gained wired for directly to me. 
    
    If you do sell it, and you are caught, I will launch court proceedings if 
    necessary. If a website steals this, I will have your site shut down, either
    through talking to your server, Internet Service Provider, and if you are a 
    big site, through your advertisers. It might start with a small email of 
    request, but I can snowball it. In fact, I will. 
    
    You also cannot claim this guide as your own. You are not allowed to use this
    guide and submit this to another website, claiming it as your own work. I will
    google search random phrases from my own FAQ just to ensure that it hasn't 
    been stolen or hijacked by other people.
    
    I am also not affiliated with any corporation, and I was not paid by any
    developer, publisher or distributor for the production of this guide. This was
    done solely out of my own free time and will, a dedication to the gaming 
    industry in general. 
    
    This document is copyright 2009. All Rights did not commit sins in the empire
    
    This FAQ uses the V2.01 Template. 
    
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    END OF FILE              Watch In Awe, Aeria Gloris                END OF FILE

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