ships
buildings
basic research
probes
troopers
  advanced tactics
 
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develop sophisticated tactics for interstellar warfare


researchtime: 1 d


needed research:
research center

following researches:
  leadership - 24 h

  dark tactics - 48 h

  trace probe - 48 h

nanite-technology intruder - 24 h

kazuuula-technology eagle - 2 h

human-technology mosquito - 12 h

mycilloid-technology bulk fighter - 24 h

e-ray-technology retreat fighter - 24 h

e-ray-technology blockade runner - 24 h

e-ray-technology evasor - 24 h


  improved computer technology
 
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enables you to build components with artifitial intelligence and remote abilities


researchtime: 1 d


needed research:
research center

following researches:
  improved targeting - 24 h

  wide-range scan probe - 1 h

  scrambler - 24 h

  scout probe - 24 h

nanite-technology nano technology - 24 h

nanite-technology mobile repair bot - 24 h

mycilloid-technology graze reactor - 48 h

e-ray-technology holo technology - 24 h


  improved field theories
 
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deepen your knowledge about field physics. you need this to research the deep scan probe


researchtime: 20 m


needed research:
research center

following researches:
  gravity - 24 h

  deep scan probe - 2 h

  archeology expedition - 2 h

nanite-technology hammer - 24 h

nanite-technology apollo cruiser - 24 h

kazuuula-technology emp technology - 24 h

kazuuula-technology fighter escort - 24 h

mycilloid-technology gravobionics - 24 h

mycilloid-technology cyclops - 48 h

e-ray-technology shield generator - 24 h

related technologies:
  pioneer-ship

e-ray-technology shock-wave-cruiser


  dark tactics
 
this is the basic research for the production of trooper transport vessels.


researchtime: 2 d


needed research:
advanced tactics

following researches:
nanite-technology production-invader - 24 h

kazuuula-technology probe-invader - 24 h

human-technology com-invader - 24 h

mycilloid-technology fleets-invader - 24 h

e-ray-technology alliance-invader - 24 h


  emp technology
 
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the basics for emp-waves.


researchtime: 1 d


kazuuula-technology
needed research:
improved field theories

following researches:
kazuuula-technology emp-fighter - 3 h

kazuuula-technology multi-emp-vessel - 48 h

kazuuula-technology dominator - 12 h


  gravity
 
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extended knowledge


researchtime: 1 d


needed research:
improved field theories

following researches:
  improved cloaking technology - 24 h

  pioneer-ship - 24 h

  explorer - 2 h

nanite-technology core driver - 2 h

kazuuula-technology fleet tender - 24 h

human-technology scout - 24 h

human-technology lowrider - 24 h

e-ray-technology time slipper - 48 h

e-ray-technology doomstar - 48 h

e-ray-technology spectre - 48 h


  gravobionics
 
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gravimetric enforcing of biomateria


researchtime: 1 d


mycilloid-technology
needed research:
improved field theories

following researches:
mycilloid-technology minor reconstructor - 3 h

mycilloid-technology major reconstructor - 48 h

mycilloid-technology combat reconstructor - 48 h

mycilloid-technology deconstructor - 48 h


  improved targeting
 
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the rennaissance of an old technology, that was a consequence of the omnipresent resistance of warships against weapons based on electromagnetic fields


researchtime: 1 d


needed research:
improved computer technology

following researches:
  science recycle methods - 24 h

nanite-technology missile-launcher - 24 h

nanite-technology jammer - 48 h

kazuuula-technology sabotage fighter - 24 h

kazuuula-technology plasma gunship - 24 h

human-technology warcruiser - 2 h

human-technology dreadnought - 24 h

mycilloid-technology mine-deployer - 24 h

e-ray-technology shock-wave-cruiser - 24 h


  leadership
 
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lets you build more sophisticated command structures for your fleets


researchtime: 1 d


needed research:
advanced tactics

following researches:
  fanatic warfare - 24 h

nanite-technology carrier - 48 h

kazuuula-technology interceptor - 24 h

kazuuula-technology wasp - 12 h

human-technology commando-fighter - 3 h

human-technology pirate ship - 3 h

human-technology bounty hunter - 48 h

human-technology retraitor - 24 h

mycilloid-technology cloud cruiser - 3 h

mycilloid-technology sporator - 3 h


  nano technology
 
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the basics for nano-structures are essential to the nanites


researchtime: 1 d


nanite-technology
needed research:
improved computer technology

following researches:
nanite-technology c-cannon-platform - 24 h

nanite-technology c-cannon-module - 24 h

nanite-technology troika - 2 h

nanite-technology cluster-cruiser - 48 h

nanite-technology plague ship - 48 h


  holo technology
 
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project full-color stereoscopic images and force fields in three dimensions.


researchtime: 1 d


e-ray-technology
needed research:
improved computer technology

following researches:
e-ray-technology holo-fleet-carrier - 48 h

e-ray-technology holo-clone-ship - 2 h

e-ray-technology evaporator - 48 h


  mobile TWG
 
the mobile transwarp-gate is connected to the transwarp net of the alliance. only the commander of war of your alliance (CoW) can build and use it. you pay 1500 points when you build it, but you also win 1500 points if you shoot one

the twg is designed to etablish a beachhead in a distant area.

It costs 1500 points when you build it and you get 1500 points when you destroy it, but anyone can destroy it.
so you get your points back when you destroy it yourself?
but if the last player leaves the alliance, it will be destroyed, because no one is controling it anymore. in this casee noone would get points for it.
the attitude of the mobile TWG is always set on defense, so every ally that wants to use it has to set his attitude on defense too.
it has 1500 MP, so if it would be destroyed the player who destroys it would get 1500 points like he would get
320 points for destroying a mothership.
but if the builder of the MTWG destroys it, he will get the 1500 mp back (like recycling a ship)

it doesent cost you any MP to build it.
it has 1500 MP but no player has to bring them up, they are workers of the alliance, that run the mobile TWG so these manpower is extra.
the CoW only pays the 1500 points in advance as investement for the whole alliance

all fleets of all members of your alliance that are flying from one transwarp gate to another ( for example the mobile one) move faster
it is commanded like a regular fleet, send it to any coords you wish, once it will reach its destination it is fully
operational for your alliance members.
but you can send it at any time to any location.
the mobile TWG is too large to send it
through your own transwarp network. it always travels on warp 4

manpower: 1500

speed: warp 4

researchtime: 2 d


needed research:
transwarp-network


  fanatic warfare
 
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enables the production of kamikaze ships.


researchtime: 1 d


needed research:
leadership

following researches:
kazuuula-technology mantis - 72 h

human-technology campaign ship - 72 h

human-technology kamikaze - 24 h

human-technology prophet - 48 h


  improved cloaking technology
 
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the classic cloaking technology allows only the production of huge cloaking devices which will not fit into ships. this research has the goal to minimize the size of cloaking devices to let them even fit into ships.


researchtime: 1 d


needed research:
gravity

following researches:
  decloakingprobe - 24 h

human-technology pirate flagship - 72 h

e-ray-technology shadow star - 3 h


  science recycle methods
 
the global research methods lead to more and more futile side-affects. this is the rectifiable rejects of years of scientific research


researchtime: 1 d


needed research:
improved targeting

following researches:
  final exploration - 72 h

  clone labs - 72 h

  oscillation probe - 24 h

kazuuula-technology flying saucer - 24 h

mycilloid-technology plasma emitter - 24 h

mycilloid-technology penguin - 48 h


  the genesis project
 
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manual technology description for the genesis project


researchtime: 1 h


needed research:
shipyard

following researches:
  colony star - 1 h

  infantry transport - 24 h

  tank transport - 24 h

  defense transport - 2 h


  clone labs
 
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the clone labs extend your population growth by 10%. the clones are not perfectly elaborated so with a special technique you have to connect the minds of one manpower at your planet to your clones on each ship. each ship you build needs one extra manpower

the extra connected manpower stay on your homeworld, so if a ship is destroyed in battle you would only loose the usual manpower (and points)


researchtime: 3 d


needed research:
science recycle methods


  final exploration
 
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enables you to maintain 4 probes at a time but you can use only two fleets.
this, you can never change back, so be sure you want to change your possibilities in the game!
(you have only two fleets in your fleet-screen then)


researchtime: 3 d


needed research:
science recycle methods