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Complete item catalog

Generated from the game constants and the in-game codex. Costs use metal / crystal / deuterium. All prerequisites must be complete. These are base values, before technology and universe multipliers. See economy, fleet travel, and combat for the formulas and limits.

Buildings and facilities

For target level L, each resource cost is floor(base × factor^(L−1)). Satellites and crawlers have a flat cost per unit and occupy no fields. Other buildings use one field per level. Moon-only buildings cannot stand on a planet.

Metal Mine (metal_mine)

Digs the metal everything else is built from. Every level adds output and draws more energy, so the power station has to keep up with it.

Base cost Factor Prerequisites Location
60 / 15 / 0 1.5 None Planet

Crystal Mine (crystal_mine)

Cuts crystal, which almost every technology and every hull needs. Scarcer than metal, and the usual reason a build is stuck.

Base cost Factor Prerequisites Location
48 / 24 / 0 1.6 None Planet

Deuterium Synthesizer (deuterium_synthesizer)

Distils deuterium out of the planet's ice. It is fleet fuel and the price of the late research, and a cold planet yields more of it.

Base cost Factor Prerequisites Location
225 / 75 / 0 1.5 None Planet

Solar Plant (solar_plant)

The first power station. Mines run at a fraction of their output when the planet is short of energy, so this is what a mine level is really waiting on.

Base cost Factor Prerequisites Location
75 / 30 / 0 1.5 None Planet

Fusion Reactor (fusion_reactor)

Burns deuterium for far more energy than a solar plant returns. It keeps burning whether the power is needed or not, so it pays off once energy technology is high.

Base cost Factor Prerequisites Location
900 / 360 / 180 1.8 deuterium_synthesizer 5, energy 3 Planet

Solar Satellite (solar_satellite)

Panels parked in orbit, bought by the unit and worth more the warmer the planet. They carry no weapon, so an attacker destroys them for nothing.

Base cost Factor Prerequisites Location
0 / 2000 / 500 1 None Planet

Structural integrity / shield / attack: 2000 / 1 / 1.

Crawler (crawler)

Machines that work over the mines and lift their output without a mine level. Only so many can work at once, the limit being the mine levels themselves, and each working one draws energy.

Base cost Factor Prerequisites Location
2000 / 2000 / 1000 1 None Planet

Structural integrity / shield / attack: 4000 / 1 / 1.

Metal Storage (metal_storage)

The metal silo. Production stops dead at the brim, so the silo is what decides how long you can be away from the keyboard.

Base cost Factor Prerequisites Location
1000 / 0 / 0 2 None Planet or moon

Crystal Storage (crystal_storage)

The crystal silo. Same rule as metal: everything the mine produces after the silo fills is thrown away.

Base cost Factor Prerequisites Location
1000 / 500 / 0 2 None Planet or moon

Deuterium Tank (deuterium_tank)

The fuel tank. Every fleet you send is paid for out of it, so a tank that overflows is a fleet that stays at home.

Base cost Factor Prerequisites Location
1000 / 1000 / 0 2 None Planet or moon

Robotics Factory (robotics_factory)

The building crew. Every level shortens what buildings, ships and turrets take to finish, and most of the rest of the base needs one before it can be started.

Base cost Factor Prerequisites Location
400 / 120 / 200 2 None Planet or moon

Shipyard (shipyard)

Where hulls and turrets are laid down. Nothing can be built without one, and its level decides which hulls you are allowed to lay down at all.

Base cost Factor Prerequisites Location
400 / 200 / 100 2 robotics_factory 2 Planet or moon

Research Laboratory (research_lab)

Where research happens. Nothing can be researched without one, and its level is the difference between a technology that takes a day and one that takes a week.

Base cost Factor Prerequisites Location
200 / 400 / 200 2 None Planet

Alliance Depot (alliance_depot)

A refuelling point for allied fleets passing over the planet. The mechanic behind it is not in the game yet, so building it changes nothing today.

Base cost Factor Prerequisites Location
20000 / 40000 / 0 2 None Planet

Missile Silo (missile_silo)

Storage for missiles. Nothing in the game fires them yet, so for now it is a line on the build list rather than a weapon.

Base cost Factor Prerequisites Location
20000 / 20000 / 1000 2 shipyard 1 Planet

Nanite Factory (nanite_factory)

The robotics factory taken further: it cuts build times much harder and costs accordingly. A building for an empire that is already large.

Base cost Factor Prerequisites Location
1000000 / 500000 / 100000 2 robotics_factory 10, computer 10 Planet

Terraformer (terraformer)

Adds fields to a planet that has run out of room. It is the only way to make a world bigger than it was born.

Base cost Factor Prerequisites Location
0 / 50000 / 100000 2 nanite_factory 1, energy 12 Planet

Lunar Base (lunar_base)

A moon is born with one field and mines nothing. Each level of the base adds room, and occupies some of the room it adds. It cannot be taken down again.

Base cost Factor Prerequisites Location
20000 / 40000 / 20000 2 None Moon only

Sensor Phalanx (sensor_phalanx)

Reads the fleets on their way to a planet for a fixed price in deuterium, and reaches further with every level. Moons have no atmosphere to read, so they cannot be scanned this way.

Base cost Factor Prerequisites Location
20000 / 40000 / 20000 2 lunar_base 1 Moon only

Jump Gate (jump_gate)

Moves a fleet from one of your moons to another with no flight and no fuel. It carries no resources, and both gates rest for an hour afterwards.

Base cost Factor Prerequisites Location
2000000 / 4000000 / 2000000 2 lunar_base 1, hyperspace 7 Moon only

Research

Energy Technology (energy)

The theory the power stations run on. It raises what a fusion reactor returns, and it is the door to the laser and ion lines.

Level 1 cost Factor Spare energy required Prerequisites
0 / 800 / 400 2 0 research_lab 1

Laser Technology (laser)

Focused light as a weapon. Modest on its own, and standing in front of most of what shoots after it.

Level 1 cost Factor Spare energy required Prerequisites
200 / 100 / 0 2 0 research_lab 1, energy 2

Ion Technology (ion)

Ion weapons and the defences built on them, and a step on the road to plasma.

Level 1 cost Factor Spare energy required Prerequisites
1000 / 300 / 100 2 0 research_lab 4, energy 4, laser 5

Hyperspace Technology (hyperspace)

The theory of folding space. It has no effect of its own; what it is for is the heavy hulls and the drive standing behind it.

Level 1 cost Factor Spare energy required Prerequisites
0 / 4000 / 2000 2 0 research_lab 7, energy 5, shielding 5

Plasma Technology (plasma)

The heaviest weapon line, and the only research that raises what your mines produce without a mine level. Expensive for both reasons and worth it for both.

Level 1 cost Factor Spare energy required Prerequisites
2000 / 4000 / 1000 2 0 research_lab 4, energy 8, laser 10, ion 5

Computer Technology (computer)

Fleet control theory. It has no effect of its own here; it is a door, and what it opens is listed below.

Level 1 cost Factor Spare energy required Prerequisites
0 / 400 / 600 2 0 research_lab 1

Astrophysics (astrophysics)

Long-range survey. It raises how many planets you may hold and widens the band of positions a colony ship is allowed to settle.

Level 1 cost Factor Spare energy required Prerequisites
4000 / 8000 / 4000 1.75 0 research_lab 3, espionage 4, impulse_drive 3

Intergalactic Research Network (research_network)

Joins your laboratories into one. Each level connects one more Research Laboratory to your best one, and their levels add up when a research is timed. A laboratory below the level a research requires does not join it.

Level 1 cost Factor Spare energy required Prerequisites
240000 / 400000 / 160000 2 0 research_lab 10, computer 8, hyperspace 8

Espionage Technology (espionage)

How much your probes see of a neighbour, and how much theirs see of you. What matters is the gap between your level and theirs, not the level on its own.

Level 1 cost Factor Spare energy required Prerequisites
200 / 1000 / 200 2 0 research_lab 3

Combustion Drive (combustion_drive)

The first engine, and the one most early hulls fly on. Every level makes those ships faster.

Level 1 cost Factor Spare energy required Prerequisites
400 / 0 / 600 2 0 research_lab 1, energy 1

Impulse Drive (impulse_drive)

The second engine, for the middle hulls. It carries more speed per level than combustion, and the ships on it burn more fuel.

Level 1 cost Factor Spare energy required Prerequisites
2000 / 4000 / 600 2 0 research_lab 2, energy 1

Hyperspace Drive (hyperspace_drive)

The engine the heavy hulls fly on. The last and dearest of the three, and what turns a long raid into a short one.

Level 1 cost Factor Spare energy required Prerequisites
10000 / 20000 / 6000 2 0 research_lab 7, energy 5, shielding 5, hyperspace 3

Weapons Technology (weapons)

Every ship and every turret you own hits harder with each level. It applies to all of them at once, which makes it the cheapest fleet you will ever buy.

Level 1 cost Factor Spare energy required Prerequisites
800 / 200 / 0 2 0 research_lab 4

Shielding Technology (shielding)

Raises the shield on every ship and turret you own. Shield and armour both count as the punishment a unit can take, so this is armour technology by another name and just as broad.

Level 1 cost Factor Spare energy required Prerequisites
200 / 600 / 0 2 0 research_lab 6, energy 3

Armour Technology (armour)

Raises the hull on every ship and turret you own. The plainest of the three combat lines and the cheapest to keep up.

Level 1 cost Factor Spare energy required Prerequisites
1000 / 0 / 0 2 0 research_lab 2

Graviton Technology (graviton)

Costs no metal, no crystal and no deuterium: only spare energy standing on the planet that researches it, and far more than mines make. That means a field of solar satellites, which makes the planet worth raiding while you build them. It exists to allow one hull.

Level 1 cost Factor Spare energy required Prerequisites
0 / 0 / 0 3 300000 research_lab 12

Ships

Integrity is not battle hull: hull equals integrity ÷ 10 before Armour Technology. Cargo is a fixed capacity. Drive levels change speed, not cargo. Fuel uses the simplified travel formula.

Small Cargo (small_cargo)

The first freighter. It moves resources between your own planets and carries home whatever a raid takes.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
2000 / 2000 / 0 4000 / 10 / 5 5000 / 5000 / 10 combustion_drive

Prerequisites: shipyard 2, combustion_drive 2.

Rapid fire: crawler: 5, espionage_probe: 5, solar_satellite: 5.

Large Cargo (large_cargo)

The freighter that makes raiding pay: many times the hold for not much more ship. Slow, and unable to defend itself.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
6000 / 6000 / 0 12000 / 25 / 5 7500 / 25000 / 50 combustion_drive

Prerequisites: shipyard 4, combustion_drive 6.

Rapid fire: crawler: 5, espionage_probe: 5, solar_satellite: 5.

Light Fighter (light_fighter)

The cheap hull, bought by the dozen. It dies easily, and early fleets are mostly made of it.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
3000 / 1000 / 0 4000 / 10 / 50 12500 / 50 / 20 combustion_drive

Prerequisites: shipyard 1, combustion_drive 1.

Rapid fire: crawler: 5, espionage_probe: 5, solar_satellite: 5.

Heavy Fighter (heavy_fighter)

A light fighter with real armour on it. It fights above its price against turrets and below it against anything bigger.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
6000 / 4000 / 0 10000 / 25 / 150 10000 / 100 / 75 impulse_drive

Prerequisites: shipyard 3, armour 2, impulse_drive 2.

Rapid fire: crawler: 5, espionage_probe: 5, small_cargo: 3, solar_satellite: 5.

Cruiser (cruiser)

The first hull that goes through a wall of light fighters and rocket launchers rather than into it. Fast, and the spine of a mid-game raid.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
20000 / 7000 / 2000 27000 / 50 / 400 15000 / 800 / 300 impulse_drive

Prerequisites: shipyard 5, impulse_drive 4, ion 2.

Rapid fire: crawler: 5, espionage_probe: 5, light_fighter: 6, rocket_launcher: 10, solar_satellite: 5.

Battleship (battleship)

A heavy line hull with a hold big enough to carry its own loot home. Slow to build and not cheap to lose.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
45000 / 15000 / 0 60000 / 200 / 1000 10000 / 1500 / 500 hyperspace_drive

Prerequisites: shipyard 7, hyperspace_drive 4.

Rapid fire: crawler: 5, espionage_probe: 5, solar_satellite: 5.

Battlecruiser (battlecruiser)

Built to hunt fleets rather than planets. It tears through the big hulls and does poorly against turrets.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
30000 / 40000 / 15000 70000 / 400 / 700 10000 / 750 / 250 hyperspace_drive

Prerequisites: shipyard 8, hyperspace_drive 5, laser 12, hyperspace 5.

Rapid fire: battleship: 7, crawler: 5, cruiser: 4, espionage_probe: 5, heavy_fighter: 4, large_cargo: 3, small_cargo: 3, solar_satellite: 5.

Deathstar (deathstar)

The heaviest hull there is and the slowest thing that flies. It shrugs off anything smaller than a destroyer and needs Graviton Technology before a shipyard will take the order. Slow enough that gates and long fleet saves are what it is for.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
5000000 / 4000000 / 1000000 9000000 / 50000 / 200000 100 / 1000000 / 1 hyperspace_drive

Prerequisites: shipyard 12, hyperspace 6, hyperspace_drive 7, graviton 1.

Rapid fire: battlecruiser: 15, battleship: 30, bomber: 25, colony_ship: 250, crawler: 250, cruiser: 33, destroyer: 5, espionage_probe: 250, gauss_cannon: 50, heavy_fighter: 100, heavy_laser: 100, ion_cannon: 100, large_cargo: 250, light_fighter: 200, light_laser: 200, recycler: 250, rocket_launcher: 200, small_cargo: 250, solar_satellite: 250.

Bomber (bomber)

Built for one job, taking a planet's defences apart. Poor against ships, and the cheapest way through a wall of turrets.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
50000 / 25000 / 15000 75000 / 500 / 1000 4000 / 500 / 700 impulse_drive

Prerequisites: shipyard 8, impulse_drive 6, plasma 5.

Rapid fire: crawler: 5, espionage_probe: 5, gauss_cannon: 5, heavy_laser: 10, ion_cannon: 10, light_laser: 20, plasma_turret: 5, rocket_launcher: 20, solar_satellite: 5.

Destroyer (destroyer)

The heaviest line hull in the game. Dear by the unit, and what an established empire parks over a planet it means to keep.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
60000 / 50000 / 15000 110000 / 500 / 2000 5000 / 2000 / 1000 hyperspace_drive

Prerequisites: shipyard 9, hyperspace_drive 6, hyperspace 5.

Rapid fire: battlecruiser: 2, crawler: 5, espionage_probe: 5, light_laser: 10, solar_satellite: 5.

Recycler (recycler)

Flies to a debris field and hauls home what is floating in it. Every battle leaves one, and it belongs to whoever reaches it first.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
10000 / 6000 / 2000 16000 / 10 / 1 2000 / 20000 / 300 combustion_drive

Prerequisites: shipyard 4, combustion_drive 6, shielding 2.

Rapid fire: crawler: 5, espionage_probe: 5, solar_satellite: 5.

Espionage Probe (espionage_probe)

A one-way scout. Send it at a planet and it reports what is there, at the risk of being shot down and telling them you looked.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
0 / 1000 / 0 1000 / 0 / 0 100000000 / 5 / 1 combustion_drive

Prerequisites: shipyard 3, combustion_drive 3, espionage 2.

Rapid fire: None.

Colony Ship (colony_ship)

Carries a settlement to an empty slot and is used up doing it. This is how an empire stops being one planet.

Unit cost Integrity / shield / attack Speed / cargo / fuel Drive
10000 / 20000 / 10000 30000 / 100 / 50 2500 / 7500 / 1000 impulse_drive

Prerequisites: shipyard 4, impulse_drive 3.

Rapid fire: crawler: 5, espionage_probe: 5, solar_satellite: 5.

Defenses and missiles

Rocket Launcher (rocket_launcher)

The cheapest turret there is. One stops nothing; what stops a small raid is a wall of them.

Unit cost Integrity / shield / attack Prerequisites
2000 / 0 / 0 2000 / 20 / 80 shipyard 1

Light Laser (light_laser)

A step up from the rocket launcher, and still cheap enough to buy in numbers.

Unit cost Integrity / shield / attack Prerequisites
1500 / 500 / 0 2000 / 25 / 100 shipyard 2, energy 1, laser 3

Heavy Laser (heavy_laser)

Dearer per turret than a light laser, and worth it against hulls a light one cannot scratch.

Unit cost Integrity / shield / attack Prerequisites
6000 / 2000 / 0 8000 / 100 / 250 shipyard 4, energy 3, laser 6

Gauss Cannon (gauss_cannon)

A heavy kinetic turret, with enough shield and armour to survive the round it fires in.

Unit cost Integrity / shield / attack Prerequisites
20000 / 15000 / 2000 35000 / 200 / 1100 shipyard 6, weapons 3, shielding 1, energy 6

Ion Cannon (ion_cannon)

Almost all shield. It absorbs far more than it deals, which is what keeps the turrets behind it alive.

Unit cost Integrity / shield / attack Prerequisites
5000 / 3000 / 0 8000 / 500 / 150 shipyard 4, ion 4

Plasma Turret (plasma_turret)

The heaviest turret in the game. Expensive, and the reason a well defended planet is left alone.

Unit cost Integrity / shield / attack Prerequisites
50000 / 50000 / 30000 100000 / 300 / 3000 shipyard 8, plasma 7

Small Shield Dome (small_shield_dome)

A shield over the whole planet rather than over any one turret. It counts once, however many turrets are standing under it.

Unit cost Integrity / shield / attack Prerequisites
10000 / 10000 / 0 20000 / 2000 / 1 shipyard 1, shielding 2

Limit: one completed or queued dome of this type per body.

Large Shield Dome (large_shield_dome)

The bigger dome, and the end of what planetary shielding can do.

Unit cost Integrity / shield / attack Prerequisites
50000 / 50000 / 0 100000 / 10000 / 1 shipyard 6, shielding 6

Limit: one completed or queued dome of this type per body.

Anti-Ballistic Missile (anti_ballistic_missile)

The only thing that stops an interplanetary missile, and it does nothing else. It never joins a battle, cannot be attacked and cannot be sent anywhere. When missiles are detected it launches on its own, and each one takes exactly one missile with it.

Unit cost Integrity / shield / attack Prerequisites
8000 / 0 / 2000 8000 / 1 / 1 shipyard 1, missile_silo 2

Interplanetary Missile (interplanetary_missile)

Thrown from a silo at another planet's emplacements, and at nothing else: it passes straight through shields, including both domes, and only its warhead against their hull plating decides the outcome. What it destroys does not rebuild itself. Anti-ballistic missiles must be spent before it reaches anything. Impulse Drive decides how far it can be thrown.

Unit cost Integrity / shield / attack Prerequisites
12500 / 2500 / 10000 15000 / 1 / 12000 shipyard 1, missile_silo 4

Planet position rolls

Position Maximum temperature range Fields Metal bonus Crystal bonus
1 220–260 °C 96–172 0% 40%
2 170–210 °C 104–176 0% 30%
3 120–160 °C 112–182 0% 20%
4 70–110 °C 118–208 0% 0%
5 60–100 °C 133–232 0% 0%
6 50–90 °C 146–242 17% 0%
7 40–80 °C 152–248 23% 0%
8 30–70 °C 156–252 35% 0%
9 20–60 °C 150–246 23% 0%
10 10–50 °C 142–232 17% 0%
11 0–40 °C 136–210 0% 0%
12 -10–30 °C 125–186 0% 0%
13 -50–-10 °C 114–172 0% 0%
14 -90–-50 °C 100–168 0% 0%
15 -130–-90 °C 90–164 0% 0%