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% |