Crusades v2.5 Guide to Improvements, Ship Components, and Starbase Modules

I extracted these from the XML definitions. Note that the values are different for the base game!

 

Galactic Wonders

Wealth

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Galactic Stock Exchange   Galactic Stock Market 1000   100.0% Global Income 5.0% Global Income 3 Wealth Indestructible 
Galactic Bazar   Trade Masters 2000
1 Elerium
1 Ultra Spice
  25.0% Global Trade Route Value 1.0% Global Trade Route Value 2 Wealth
2 Tourism
Indestructible 
Galactic Showcase   Marketing 400
2 Techapod Hive
  50.0% Global Influence
50.0% Global Income
1.0% Global Income
1.0% Influence
1 Wealth
1 Influence
Indestructible 

Influence

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Cultural Beacon   Cultural Domination 1400 1 20.0% Global Influence
1 Influence
1 Influence 3 Influence Indestructible 
Galactic Council   Translator
Race Trait: Diplomatic
90 1 1 Influence
Grants Diplomat
1 Influence 4 Influence Indestructible 
Krynniac Sanctuary   The Order 341 1 25.0% Morale
25.0% Influence
25.0% Tourism
1 Morale
1.0% Global Influence
1.0% Global Tourism
4 Approval
4 Influence
4 Tourism
Indestructible 

Production

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Singularity Power Plant   Industrial Expertise 1000
25 Durantium
25 Elerium
10 Antimatter
5 33.0% Production
5.0% Global Social Production
2.5% Global Production 3 Production Indestructible 
Antimatter Power Plant   Resource Processing 150
5 Antimatter
1     5 Research
5 Approval
5 Population
5 Production
5 Influence
5 Tourism
5 Wealth
Indestructible 

Research

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Omega Research Center   Deeper Knowledge 600
9 Promethion
1 25.0% Global Research 2.5% Global Research 4 Research Indestructible 
Hyper Space Project   Artificial Gravity 150
1 Antimatter
  1 Global Moves Cap   3 Research Indestructible 
Eyes Of Universe   Interstellar Travel
Race Trait: NOT Campaign Resources
75
1 Promethion
  ShowStartingPositions   3 Research Indestructible 
Brindles Observatory   Planetary Improvement
Race Trait: NOT Campaign Resources
75
1 Elerium
  SpawnPlanetNearUs   3 Research Indestructible 
Galactic Intelligence Agency   Translator
NOT Embassy
240
1 Epimetheus Pollen
1 1 Diplomacy
Grants Agent
1 Influence 1 Influence
1 Wealth
1 Tourism
Indestructible 

Approval

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Virtual World   Contentment
Race Trait: NOT Amphibious
1200
1 Aurorus Arboretum
1 Promethion
1 Ultra Spice
1 20.0% Global Morale 1 Global Morale 2 Approval
2 Influence
2 Tourism
Indestructible 
Shrine of Tandis   Xeno Entertainment
Race Trait: Certain
227
1 Ultra Spice
1 3 Global Morale
25.0% Influence
25.0% Tourism
1 Morale
1.0% Global Influence
1.0% Global Tourism
1 Approval
1 Influence
1 Tourism
Indestructible 

Military

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Strategic Command   Militarization 150   Grants General     Indestructible 

Tourism

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Restaurant Eternity   Homage 1000
3 Aurorus Arboretum
3 Artocarpus Viriles
1 10.0% Global Tourism
1 Tourism
1.0% Global Tourism 3 Tourism
3 Wealth
3 Influence
Indestructible 

Population

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Kimbreys Refuge   Resource Exploitation
Race Trait: NOT Campaign Resources
150
1 Monsatium Deposit
  4 Food 1 Food 3 Population Indestructible 

Player Wonders

Wealth

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Central Bank   Colonization
Race Trait: NOT Synthetic Life
64   100.0% Income 0.3 Income 2 Wealth Indestructible 
Bank   Interstellar Banking
NOT Bank
200   20.0% Income 5.0% Income 2 Wealth Indestructible 
Financial Capital   Xeno Economics 500
1 Aurorus Arboretum
  100.0% Income
25.0% Influence
5.0% Income 3 Wealth Indestructible 
Trade Capital   Interstellar Trade
Race Trait: Entrepreneurs
400   100.0% Trade Route Value
25.0% Influence
5.0% Trade Route Value 3 Wealth
3 Tourism
 
Citadel of Revenue   Ideology: Greed Trait3 250 1 0.1 Malevolent
25.0% Income
1.0% Income 2 Wealth Indestructible 

Production

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Manufacturing Capital   Advanced Construction 600
10 Durantium
25 Antimatter
5 25.0% Production 2.5% Production 3 Production Indestructible 

Influence

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Embassy   Diplomacy
NOT Embassy
500 1 5 Influence 1 Influence 1 Influence
1 Wealth
1 Tourism
Indestructible 
Diplomatic District   Interstellar Alliances 700 1 5 Influence 1 Influence 2 Influence
2 Wealth
2 Tourism
Indestructible 
Diplomatic Ministry   Eminence 1200 1 5 Influence 1 Influence 3 Influence
3 Wealth
3 Tourism
Indestructible 
Assimilation Foundation   Cultural Assimilation 900 1 25.0% Global Influence
1 Influence
1 Influence 3 Influence Indestructible 
Krynniac Ministry   The Path 227 1 15.0% Morale
15.0% Influence
15.0% Tourism
1 Morale
1.0% Influence
1.0% Tourism
3 Approval
3 Influence
3 Tourism
 
Arbitration Center   Ideology: Negotiator Trait3 250 1 0.1 Pragmatic
20.0% Influence
20.0% Tourism
1.0% Influence
10.0% Tourism
2 Wealth
2 Influence
2 Tourism
Indestructible 

Research

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Computer Core   Colonization
Race Trait: NOT Synthetic Life
24   1 Research 0.3 Research 1 Research Indestructible 
Galactic Mainframe   Xeno Experimentation
Race Trait: NOT Synthetic Life
NOT Civilization Capital
90   1 Research 0.3 Research 1 Research Indestructible 
Discovery Sphere   Research Matrix
Race Trait: NOT Zealots
600
5 Promethion
5 15.0% Research 2.5% Research 1 Research Indestructible 
Technological Capital   Xeno Research
Race Trait: NOT Zealots
500
10 Promethion
  50.0% Research
25.0% Influence
10.0% Research
5.0% Influence
3 Research Indestructible 
Research Cloisters   Deeper Knowledge
NOT Research Cloisters
900
10 Promethion
1 10.0% Global Research 2.5% Research
5.0% Influence
3 Research Indestructible 
Quantum Research Foundation Research Cloisters Quantum Understanding 1000
20 Promethion
1 20.0% Global Research 2.5% Research
5.0% Influence
3 Research Indestructible 
Ascension Gate   Beyond Mortality 2000
20 Promethion
1 100.0% Research 2.5% Research
5.0% Influence
4 Research Indestructible 
Hyperion Matrix   Xeno Research
Race Trait: Knowledgeable
Race Trait: NOT Knowledgeable
341
50 Promethion
1 25.0% Global Research 1.0% Research 5 Research Indestructible 
Precursor Archive   Xeno Research
Race Trait: Adaptable
100
1 Promethion
1 25.0% Research 1.0% Research 3 Research  
Temple of Enlightenment   Ideology: Enlightenment Trait3 250 1 0.2 Benevolent
33.0% Research
1.0% Research 3 Research Indestructible 

Approval

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Entertainment Capital   Xeno Entertainment
Race Trait: NOT Synthetic Life
151
1 Harmony Crystals
1 25.0% Global Morale
25.0% Influence
1 Morale 3 Approval
3 Influence
3 Tourism
Indestructible 
Shrine of the Mithrilar   Contentment
Race Trait: Certain
151
1 Ultra Spice
1 5 Morale
15.0% Influence
15.0% Tourism
1 Morale
1.0% Influence
1.0% Tourism
1 Approval
1 Influence
1 Tourism
Indestructible 
Dream Conclave   Cultural Influence
Race Trait: Xenophobic
151
5 Ultra Spice
5 Promethion
  10.0% Global Morale
25.0% Influence
25.0% Research
1 Morale 3 Approval
3 Influence
3 Research
 
Elevation Foundation   Ideology: Affinity Trait1 250 1 0.1 Benevolent
25.0% Morale
1 Morale 2 Influence
2 Approval
2 Tourism
Indestructible 

Military

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Hyperion Sensor System   Stellar Cartography
Race Trait: Starfaring
151 1 1 Helios Ore Income
10.0% Sensor Power
10.0% Sensor Power 1 Military Indestructible 
Hyperion Logistics System   Interstellar Logistics
Race Trait: Starfaring
750
1 Durantium
1 1 Helios Ore Income
-1 Logistics
1 Logistics Cap 1 Military Indestructible 
Hyperion Shrinker   Zero Gravity Construction
Race Trait: Starfaring
480
1 Durantium
1 10.0% Global Mass Cap
1 Helios Ore Income
1.0% Global Mass Cap 1 Military Indestructible 
Hyperion Supply System   Life Support
Race Trait: Starfaring
390
1 Durantium
1 1 Helios Ore Income
10.0% Ship Range
5.0% Ship Range 1 Military Indestructible 
Hyperion Shipyard   Stellar Forge
Race Trait: Starfaring
303
1 Durantium
1 1 Helios Ore Income
5 Hit Points Cap
1 Hit Points Cap 1 Military Indestructible 
Navigation Center   Interstellar Navigation 135
1 Techapod Hive
1 2 Global Moves Cap 0.5 Global Moves Cap 1 Social Production
1 Influence
Indestructible 
Galactic Navigation Network   Navagation Network 202
2 Techapod Hive
1 3 Global Moves Cap 0.5 Global Moves Cap 2 Social Production
2 Influence
Indestructible 
Galactic Navigators Guild   Navigational Expertise 303
4 Techapod Hive
1 4 Global Moves Cap 0.5 Global Moves Cap 3 Social Production
3 Influence
Indestructible 

Social Production

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Death Furnace   Ideology: Motivation Trait4 250 1 0.2 Malevolent
10.0% Production Points
1.0% Production 3 Social Production
3 Research
Indestructible 

Terraforming

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Aquatic Biospheres1   Race Trait: Amphibious 151   Terraform: 0% Land Minimum     Indestructible 
Aquatic Biospheres2   Race Trait: Amphibious 151   Terraform: 0% Land Minimum     Indestructible 

Improvements

Influence

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Admin Center   Translator
Race Trait: NOT Silicon Based Life
32
1 Food
1 1 Administration 1 Influence 1 Influence Indestructible 
Consulate   Translator 75 1 1 Influence 1 Influence 1 Influence  
Cultural Center Consulate Cultural Influence 200 1 20.0% Influence
1 Influence
1 Influence 1 Influence  
Outreach Center Cultural Center Cultural Outreach 300 1 33.0% Influence
1 Influence
1 Influence 1 Influence  
Emigration Center Outreach Center Stellar Emigration 400 1 50.0% Influence
1 Influence
1 Influence 2 Influence  
Krynn Consulate   Conversion 30
1 Xanthium Deposit
1 25.0% Morale
0.2 Influence
1 Morale
1.0% Influence
1 Approval
1 Influence
Colony Unique 
Indestructible 
Krynniac Temple   The Path 45 1 2 Morale
0.1 Influence
1 Morale
1.0% Influence
1 Approval
1 Influence
 
Krynniac Mission Krynniac Temple The Calling 67 1 4 Morale
0.2 Influence
1 Morale
1.0% Influence
1 Approval
1 Influence
 
Krynniac Order Krynniac Mission The Order 101 1 6 Morale
0.3 Influence
1 Morale
1.0% Influence
1 Approval
1 Influence
 
Krynniac Oracle   The Way 151 1 10.0% Morale
10.0% Influence
1 Morale
1.0% Influence
2 Approval
2 Influence
Colony Unique 
Xeno Anthropology   Xeno Anthropology
NOT Future Studies
30 1 0.1 Diplomacy
0.1 Influence
1.0% Influence 1 Tourism
1 Influence
1 Wealth
1 Approval
Colony Unique 
Universal Outreach Xeno Anthropology Universal Outreach 67 1 0.1 Diplomacy
0.2 Influence
1.0% Influence 2 Tourism
2 Influence
2 Wealth
2 Approval
Colony Unique 
Future Studies Universal Outreach Future Studies 151 1 0.1 Diplomacy
0.3 Influence
1.0% Influence 3 Tourism
3 Influence
3 Wealth
3 Approval
Colony Unique 
Missionary Center   Ideology: Prominence Trait1 250 1 0.1 Benevolent
25.0% Influence
0.5 Influence 2 Influence
2 Approval
2 Tourism
Colony Unique 
Indestructible 

Durational Project

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Generate Propaganda   Xeno Combat Techniques
Race Trait: Synthetic Life
200   25 Influence      
Strip Mine   Xeno Manufacturing
Race Trait: Synthetic Life
50   25 Credits      
Manufacture Life   Resource Exploitation
Race Trait: Synthetic Life
20
1 Durantium
  1 Population      
Aid Economy   Xeno Commerce 200   50 Credits      
Aid Research     200   25 Research Points      
Recruit Citizen   Galactic Governance 5000   Grants Citizen      
Recruit Scientist Discovery Sphere   2500   Grants Scientist      
Recruit Spy   Interstellar Surveillance 1500   Grants Agent      
Recruit Entrepreneur Restaurant Eternity   1500   Grants Entrepreneur      
Train Diplomat Cultural Beacon   1500   Grants Diplomat      
Train Legion Military Acadamy   750   AwardSpecificResource      
Station Garrison Project   Planetary Invasion 50   1 Legions Available
1 Garrisons
     

Wealth

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Rare Metal Extractor   Resource Processing
Race Trait: Synthetic Life
40 1 25.0% Income 0.3 Income 1 Research Colony Unique 
Indestructible 
Market Center   Torian Xeno Commerce
Race Trait: NOT Synthetic Life
50   10.0% Income 5.0% Income 1 Wealth  
Shopping Center Market Center Economic Efficiency
Race Trait: NOT Synthetic Life
200   15.0% Income 5.0% Income 1 Wealth  
Banking Sector   Financial Sectors 101 1 50.0% Income 1.0% Income 3 Wealth Colony Unique 
Indestructible 
Financial Sector   Financial Sectors 400   50.0% Income 5.0% Income 4 Wealth Colony Unique 
Trade Post   Interstellar Trade
Race Trait: Entrepreneurs
NOT Customs Office
45   10.0% Trade Route Value 5.0% Trade Route Value 1 Wealth
1 Tourism
Colony Unique 
Trade Center Trade Post Galactic Trade
Race Trait: Entrepreneurs
200   25.0% Trade Route Value 5.0% Trade Route Value 1 Wealth
1 Tourism
Colony Unique 
Customs Office Trade Center Galactic Facilitation 500   50.0% Trade Route Value 5.0% Trade Route Value 1 Wealth
1 Tourism
Colony Unique 
Black Market   Black Market
Race Trait: Zealots
30 1 25.0% Income 1.0% Income 2 Wealth
2 Research
2 Social Production
Colony Unique 
Precursor Souvenirs   Interstellar Tourism
Race Trait: Certain
101
1 Ultra Spice
1 10.0% Income
10.0% Tourism
1.0% Income
1.0% Tourism
2 Wealth
2 Tourism
Colony Unique 
Indestructible 
Free Market   Economics 40
1 Helios Ore
  0.1 Influence
10.0% Income
1.0% Income
1.0% Influence
1 Wealth
1 Influence
Colony Unique 
Iridium Store   Marketing
NOT Iridium Center
45
1 Techapod Hive
  0.1 Influence
15.0% Income
1.0% Income
1.0% Influence
1 Wealth
1 Influence
Colony Unique 
Indestructible 
Iridium Center Iridium Store Interstellar Commerce 100
2 Techapod Hive
  0.15 Influence
20.0% Income
1.0% Income
1.0% Influence
2 Wealth
2 Influence
Colony Unique 
Indestructible 
Iridium World Iridium Center Marketing Masters 200
2 Techapod Hive
  0.5 Influence
25.0% Income
1.0% Income
1.0% Influence
3 Wealth
3 Influence
Colony Unique 
Indestructible 
Enforcement Temple   Shadow Enforcers
Race Trait: Devout
45 1 25.0% Income 1.0% Income 3 Wealth Colony Unique 
Indestructible 
Shadow Temple   The Path of Shadows
Race Trait: Devout
45 1 0.5 Diplomacy   2 Approval
2 Influence
Colony Unique 
Indestructible 

Terraforming

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Planetary Adapter   Planetary Improvement
Race Trait: Synthetic Life
55   Terraform: 35% Land Minimum     Colony Unique 
Indestructible 
Planetary Upgrade   Torian Planetary Improvement 60   Terraform: 35% Land Minimum     Colony Unique 
Soil Engineering   Planet Utilization 90   Terraform: 30% Land Minimum     Colony Unique 
Terraforming Plant   Terraforming 120   Terraform: 25% Land Minimum     Colony Unique 
Habitat Improvement Plant   Habitat Improvement 150   Terraform: 20% Land Minimum     Colony Unique 
Resequencing Station   Soil Reclamation 200   Terraform: 15% Land Minimum     Colony Unique 
Biospheres   Environmental Resequencing 250   Terraform: 0% Land Minimum     Colony Unique 
Biosphere Manipulator   Terraforming
Race Trait: Ancient
360   Terraform: 0% Land Minimum     Colony Unique 
Indestructible 
Universal Soil Adapter   Universal Soil Adaptation 151   Terraform: 0% Land Minimum     Colony Unique 
Aquatic Biospheres3   Race Trait: Amphibious 151   Terraform: 0% Land Minimum     Colony Unique 
Indestructible 

Production

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Yor Resource Extractor   Colonization
Race Trait: Synthetic Life
40 1 2 Production 0.3 Social Production 1 Social Production Colony Unique 
Indestructible 
Space Elevator   Colonization
Race Trait: NOT Synthetic Life
20 1 1 Production 0.3 Production 1 Production Colony Unique 
Basic Factory   Resource Exploitation
Race Trait: NOT Synthetic Life
50   5.0% Production 2.5% Production 1 Production  
Xeno Factory Basic Factory Xeno Manufacturing
Race Trait: NOT Synthetic Life
100   10.0% Production 2.5% Production 1 Production  
Mega Factory Xeno Factory Xeno Industrialization
Race Trait: NOT Synthetic Life
200
2 Durantium
1 12.5% Production 2.5% Production 1 Production  
Manufacturing Center Mega Factory Advanced Construction
Race Trait: NOT Synthetic Life
250
4 Durantium
1 15.0% Production 2.5% Production 1 Production  
Industrial Sector Manufacturing Center Industrial Expertise
Race Trait: NOT Synthetic Life
500
8 Durantium
2 20.0% Production 2.5% Production 1 Production  
Fusion Power Plant   Advanced Construction
NOT Quantum Power Plant
200
10 Antimatter
1 25.0% Production 2.5% Production 3 Production Colony Unique 
Indestructible 
Quantum Power Plant Fusion Power Plant Industrial Expertise
NOT Fusion Power Plant
151
10 Durantium
10 Elerium
5 30.0% Production
2.5% Global Social Production
2.5% Production 4 Production Colony Unique 
Indestructible 
Slave Camp Forced Labor Camp Xeno Manufacturing
Race Trait: Zealots
30   7.0% Production
1 Morale
1 Population Cap
2.5% Production
1 Population Cap
1 Production  
Slave Works Slave Camp Xeno Industrialization
Race Trait: Zealots
50   8.0% Production
1 Morale
1 Population Cap
2.5% Production
1 Population Cap
1 Production  
Devils Forge Slave Works Advanced Construction
Race Trait: Zealots
151
1 Durantium
  15.0% Production
1.0% Research
1 Population Cap
2.5% Production
1 Population Cap
1 Production  
Slave Pit   Xeno Industrialization
Race Trait: Zealots
NOT Slave Factory
50
2 Durantium
  16.0% Production
5.0% Research
1 Population Cap
1 Morale
2.5% Production
1.0% Research
1.0% Food
2 Production
2 Research
2 Wealth
Colony Unique 
Slave Mill Slave Pit Advanced Construction
Race Trait: Zealots
101
3 Durantium
  17.0% Production
10.0% Research
1 Population Cap
1 Morale
2.5% Production
1.0% Research
1.0% Food
3 Production
3 Research
3 Wealth
Colony Unique 
Slave Factory Slave Mill Industrial Expertise
Race Trait: Zealots
151
4 Durantium
  20.0% Production
12.0% Research
1 Population Cap
1 Morale
2.5% Production
1.0% Research
1.0% Food
4 Production
4 Research
4 Wealth
Colony Unique 
Manufacturing Yor   Resource Exploitation
Race Trait: Synthetic Life
30 1 5.0% Production 0.01 Production 1 Production  
Manufacturing Collective Manufacturing Yor Xeno Manufacturing
Race Trait: Synthetic Life
45
1 Durantium
1 12.0% Production 1.0% Production 1 Production  
Industrial Collective Manufacturing Collective Xeno Industrialization
Race Trait: Synthetic Life
67
2 Durantium
1 15.0% Production 1.0% Production 1 Production  
Mechanized Collective Industrial Collective Advanced Construction
Race Trait: Synthetic Life
101
4 Durantium
1 17.5% Production 1.0% Production 1 Production  
Manufacturing Matrix Mechanized Collective Industrial Expertise
Race Trait: Synthetic Life
151
5 Durantium
1 20.0% Production 1.0% Production 1 Production  
Central Mine   Xeno Industrialization
Race Trait: Amphibious
50 1 1 Production Points 1 Production 2 Production Colony Unique 

Research

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Yor Research Chamber   Xeno Experimentation
Race Trait: Synthetic Life
40 1 1 Research 0.3 Research 1 Research Colony Unique 
Yor Main Frame   Colonization
Race Trait: Synthetic Life
16 1 1 Research 0.3 Research 1 Research Colony Unique 
Indestructible 
Research Laboratory   Colonization
Race Trait: Intuitive
35   10.0% Research 2.5% Research 1 Research Colony Unique 
Xeno Research Laboratory   Xeno Experimentation
Race Trait: NOT Amphibious
100 1 5.0% Research 2.5% Research 1 Research  
Research Institute Xeno Research Laboratory Institutional Research
Race Trait: NOT Amphibious
150
1 Promethion
1 7.5% Research 2.5% Research 1 Research  
Research Center Research Institute Research Centers
Race Trait: NOT Amphibious
200
2 Promethion
1 10.0% Research 2.5% Research 1 Research  
Research Academy Research Center Research Matrix
Race Trait: NOT Amphibious
400
3 Promethion
1.5 12.5% Research 2.5% Research 1 Research  
Innovation Complex   Nero Linking 300
8 Promethion
1 20.0% Research 2.5% Research 3 Research Colony Unique 
Research Chamber   Xeno Experimentation
Race Trait: Zealots
20 1 7.5% Research
1 Research
2.5% Research 1 Research  
Research Stockade Research Chamber Xeno Research
Race Trait: Zealots
60
1 Promethion
1 10.0% Research
1 Research
2.5% Research 1 Research  
Research Motivator Research Stockade Institutional Research
Race Trait: Zealots
132
1 Promethion
1 12.5% Research
1 Research
1.0% Research 1 Research  
Research Extractor Research Motivator Research Centers
Race Trait: Zealots
264
1 Promethion
1 15.0% Research
1 Research
1.0% Research 1 Research  
Research Amplifier Research Extractor Research Matrix
Race Trait: Zealots
576
1 Promethion
1 20.0% Research
1 Research
1.0% Research 1 Research  
Social Matrix   Xeon Mysticism
NOT Social Matrix
45
4 Ultra Spice
1 10.0% Production
10.0% Research
1.0% Research
1.0% Production
1 Production
1 Research
Colony Unique 
Indestructible 
Dark Energy Lab Social Matrix Dark Energey Reseach 101
4 Ultra Spice
1 15.0% Production
15.0% Research
1.0% Research
1.0% Production
1 Production
1 Research
Colony Unique 
Indestructible 
Research Yor   Resource Exploitation
Race Trait: Synthetic Life
75 1 5.0% Research 1.0% Research 1 Research
1 Military
 
Research Collective Research Yor Xeno Experimentation
Race Trait: Synthetic Life
90
1 Promethion
1 10.0% Research 1.0% Research 1 Research
1 Military
 
Research Array Research Collective Institutional Research
Race Trait: Synthetic Life
100
1 Promethion
1 12.5% Research 1.0% Research 1 Research
1 Military
 
Research Mind Research Array Research Centers
Race Trait: Synthetic Life
120
2 Promethion
1 15.0% Research 1.0% Research 1 Research
1 Military
 
Research Matrix Research Mind Integrated Research
Race Trait: Synthetic Life
200
4 Promethion
1 20.0% Research 1.0% Research 1 Research
1 Military
 
Learning Center   Xeno Experimentation
Race Trait: Amphibious
30 1 5.0% Research 1 Research 1 Research  
School Learning Center Institutional Research
Race Trait: Amphibious
50 1 7.0% Research 1 Research 1 Research  
University School Research Centers
Race Trait: Amphibious
67
1 Promethion
1 12.5% Research 1 Research 1 Research  
City of Learning University Integrated Research
Race Trait: Amphibious
101
3 Promethion
1 20.0% Research 1 Research 1 Research  
Research Commune City of Learning Research Matrix
Race Trait: Amphibious
151
5 Promethion
1 30.0% Research 1 Research 1 Research  

Approval

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Entertainment Center   Xeno Commerce
Race Trait: NOT Amphibious
30 1 1 Morale 1 Morale 1 Approval  
Entertainment Network Entertainment Center Xeno Entertainment
Race Trait: NOT Amphibious
90
1 Ultra Spice
1 2 Morale 1 Morale 1 Approval  
Stadium Entertainment Network Population Diversion
Race Trait: NOT Amphibious
150 1 3 Morale 1 Morale 1 Approval  
Mega Resort Stadium Superior Recreation
Race Trait: NOT Amphibious
500
1 Aurorus Arboretum
1 Ultra Spice
1 25.0% Morale 1 Morale 3 Approval Colony Unique 
Indestructible 
Fighting Pit   Xeno Entertainment
Race Trait: Zealots
33 1 2 Morale 1 Morale 1 Approval
1 Influence
 
Arena Fighting Pit Population Diversion
Race Trait: Zealots
90
4 Epimetheus Pollen
1 3 Morale 1 Morale 1 Approval
1 Influence
 
Slaughtertorium Arena Superior Recreation
Race Trait: Zealots
87
4 Epimetheus Pollen
1 4 Morale 1 Morale 1 Approval
1 Influence
 
Hunting Grounds Slaughtertorium Contentment
Race Trait: Zealots
141
4 Epimetheus Pollen
1 5 Morale 1 Morale 1 Approval
1 Influence
 
Healing Pools   Xeno Commerce
Race Trait: Certain
66 1 1 Morale 1 Morale 1 Approval
1 Influence
 
Meditation Center Healing Pools Xeno Entertainment
Race Trait: Certain
66
1 Ultra Spice
1 2 Morale 1 Morale 1 Approval
1 Influence
 
Communion Shrine Meditation Center Population Diversion
Race Trait: Certain
66
1 Ultra Spice
1 3 Morale 1 Morale 1 Approval
1 Influence
 
Drathian Temple   Superior Recreation
Race Trait: Certain
66
1 Ultra Spice
1 4 Morale 1 Morale 2 Approval
2 Influence
Colony Unique 
Indestructible 
Hotsprings   Planetary Improvement
Race Trait: Amphibious
37   2 Morale 1 Morale 1 Research
1 Approval
1 Population
1 Production
1 Influence
1 Tourism
1 Wealth
 
Healing Water Hotsprings Population Diversion
Race Trait: Amphibious
56   3 Morale 1 Morale 1 Research
1 Approval
1 Population
1 Production
1 Influence
1 Tourism
1 Wealth
 
Wealness Falls Healing Water Superior Recreation
Race Trait: Amphibious
84
1 Artocarpus Viriles
  4 Morale 1 Morale 1 Research
1 Approval
1 Population
1 Production
1 Influence
1 Tourism
1 Wealth
 
Cleansing Tide Wealness Falls Contentment
Race Trait: Amphibious
126
1 Artocarpus Viriles
  5 Morale 1 Morale 1 Research
1 Approval
1 Population
1 Production
1 Influence
1 Tourism
1 Wealth
 
Intimidation Center   Ideology: Motivation Trait1 250 1 0.1 Malevolent
20.0% Morale
10.0% Morale 2 Approval Colony Unique 
Indestructible 

Military

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Starport   Colonization
Sponsoring shipyard
Race Trait: NOT Synthetic Life
38   2 Military 0.3 Military 1 Military Colony Unique 
Planetary Dome Planetary Defense System Planetary Defense Dome 300
1 Xanthium Deposit
1 0.5 Planetary Defense 0.01 Planetary Defense 3 Military Colony Unique 
Military Acadamy   Planetary Invasion 75 1 0.25 Resistance Bonus 0.01 Resistance Bonus 1 Military Colony Unique 
Orbital Defense Platform   Orbital Defence Platform 330
1 Xanthium Deposit
1 3 Interceptor Fighters Cap
1 Helios Ore Income
1 Interceptor Fighters Cap 1 Military Colony Unique 
Garrison   Xeno Combat Techniques
Race Trait: Zealots
150 1 0.5 Resistance Bonus 1.0% Military
0.01 Resistance Bonus
1 Military Colony Unique 
Champions Temple   Defensive Meditation
Race Trait: Ancient
67 1 0.25 Resistance Bonus 0.01 Resistance Bonus 1 Military Colony Unique 
Indestructible 
Temple of Valor   Temple of Valor 202
1 Xanthium Deposit
2 0.25 Planetary Defense
0.25 Resistance Bonus
0.5 Planetary Defense
0.01 Resistance Bonus
2 Social Production
2 Influence
2 Military
Colony Unique 
Indestructible 
Stellar Forge   Stellar Forge 273
1 Xanthium Deposit
  10.0% Hit Points Cap
-10.0% Maintenance
  1 Social Production
1 Military
1 Research
Colony Unique 
Indestructible 
Preparedness Center   Ideology: Vigilant Trait1 250 1 0.1 Pragmatic
0.1 Resistance Bonus
0.01 Resistance Bonus 2 Military
2 Approval
Colony Unique 
Indestructible 

Social Production

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Xeno Deep Core Mine   Colonization
Race Trait: NOT Synthetic Life
NOT Civilization Capital
32   2 Social Production 0.3 Social Production 1 Production Colony Unique 
Work Camp   Colonization
Race Trait: Zealots
20   5.0% Production
1 Morale
1 Population Cap
1.0% Production
1 Population Cap
1 Production  
Forced Labor Camp Work Camp Resource Exploitation
Race Trait: Zealots
25   5.0% Production
1 Morale
1 Population Cap
2.5% Production
1 Population Cap
1 Production  
Coordination Temple   Coordination Temple
Race Trait: Patriotic
NOT Labor Oracle
45
2 Techapod Hive
1     2 Research
2 Approval
2 Population
2 Production
2 Influence
2 Tourism
2 Wealth
Colony Unique 
Indestructible 
Labor Mission Coordination Temple Labor Mission
Race Trait: Patriotic
NOT Labor Oracle
101
4 Techapod Hive
1     3 Research
3 Approval
3 Population
3 Production
3 Influence
3 Tourism
3 Wealth
Colony Unique 
Labor Oracle Labor Mission Labor Oracle
Race Trait: Patriotic
NOT Labor Oracle
227
8 Techapod Hive
1     4 Research
4 Approval
4 Population
4 Production
4 Influence
4 Tourism
4 Wealth
Colony Unique 
Molecular Fabricatorc   Molecular Fabrication 25   5.0% Production
5.0% Research
1.0% Production 2 Production
2 Research
2 Population
Colony Unique 
Industrial Replicator Molecular Fabricatorc Industrial Replication 76
1 Promethion
1 Durantium
1 10.0% Production
10.0% Research
1.0% Production 3 Production
3 Research
3 Population
Colony Unique 
Weather Control Center   Weather Control
Race Trait: Vigilant
NOT Weather Control Zenith
202
10 Precursor Nanites
-0.15 15.0% Production Points
15.0% Morale
0.5 Morale 1 Research
1 Approval
1 Population
1 Production
1 Influence
1 Tourism
1 Wealth
Colony Unique 
Indestructible 
Weather Control Zenith Weather Control Center Weather Control Zenith
Race Trait: Vigilant
303
20 Precursor Nanites
-0.3 30.0% Production Points
30.0% Morale
0.5 Morale 2 Research
2 Approval
2 Population
1 Production
2 Influence
2 Tourism
2 Wealth
Colony Unique 
Indestructible 

Tourism

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Port of Call   Krynn Tourism
NOT Tourist Destination
32 1 1 Tourism 1 Tourism 1 Tourism
1 Wealth
1 Influence
Colony Unique 
Tourist Haven Port of Call Galactic Cruse Lines 202
1 Aurorus Arboretum
1 10.0% Tourism
1 Tourism
1.0% Tourism 2 Tourism
1 Wealth
1 Influence
Colony Unique 
Tourist Destination Tourist Haven Wonders of the Galaxy 300
2 Aurorus Arboretum
1 20.0% Tourism
1 Tourism
1.0% Tourism 3 Tourism
1 Wealth
1 Influence
Colony Unique 

Special

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Colony Capital   Tech Tree     0.1 Resistance Bonus
1 Production Points
1 Morale
1 Influence
3 Population Cap
8 Sensor Power
  1 Research
1 Wealth
1 Production
1 Influence
Colony Unique 
Indestructible 
Civilization Capital   Tech Tree     0.5 Resistance Bonus
1 Production Points
2 Morale
3 Influence
5 Population Cap
12 Sensor Power
  1 Production
1 Research
1 Influence
1 Wealth
Colony Unique 
Indestructible 

Population

Name Upgrades From Prereqs Cost Maintenance Effects Level Effects Adjacency Bonuses Other
Xeno Farm   Planetary Improvement
Race Trait: NOT Silicon Based Life
30   1 Food 0.3 Food 1 Population  
Adaptive Farm Xeno Farm Novel Harvesting
Race Trait: NOT Silicon Based Life
45
1 Elerium
1 Monsatium Deposit
1 2 Food 0.3 Food 1 Population  
Intensive Farm Adaptive Farm Intensive Farming
Race Trait: NOT Silicon Based Life
67
2 Elerium
2 Monsatium Deposit
1 3 Food 0.3 Food 1 Population  
Lossless Farm Intensive Farm Lossless Farming
Race Trait: NOT Silicon Based Life
101
3 Elerium
3 Monsatium Deposit
1 4 Food 0.3 Food 1 Population  
City   Torian Planetary Improvement
Race Trait: NOT Silicon Based Life
67
4 Food
1 3 Population Cap 0.5 Population Cap 1 Population
2 Research
2 Production
2 Wealth
2 Influence
 
Silicon City   Race Trait: Silicon Based Life
Race Trait: NOT Carbon Based Life
67
5 Durantium
1 3 Population Cap 0.5 Population Cap 1 Population
2 Research
2 Production
2 Wealth
2 Influence
 
Food Distribution   Food Distribution
Race Trait: NOT Silicon Based Life
NOT Food Distribution
67 1 10.0% Food 10.0% Food 2 Population Colony Unique 
Xeno Irrigation Food Distribution Xeno Irrigation
Race Trait: NOT Silicon Based Life
101
1 Monsatium Deposit
1 25.0% Food 10.0% Food 2 Population Colony Unique 
Biomass Resequencer Xeno Irrigation Biomass Resequencing
Race Trait: NOT Silicon Based Life
151
1 Monsatium Deposit
1 50.0% Food 10.0% Food 2 Population Colony Unique 
Colonial Hospital   Torian Planetary Improvement
Race Trait: NOT Synthetic Life
NOT Replication Center
30   0.2 Growth 0.1 Growth 2 Population Colony Unique 
Indestructible 
Xeno Medical Center Colonial Hospital Xeno Biology
Race Trait: NOT Synthetic Life
45 1 50.0% Growth
0.2 Growth
0.1 Growth 2 Population Colony Unique 
Fertility Center Xeno Medical Center Population Enhancement
Race Trait: NOT Synthetic Life
67 1 100.0% Growth
0.2 Growth
0.1 Growth 2 Population Colony Unique 
Indestructible 
Replication Center Fertility Center Bio Replication
Race Trait: NOT Synthetic Life
101 1 150.0% Growth
0.2 Growth
0.1 Growth 2 Population Colony Unique 
Indestructible 
Slave Recycler   Slavering Recycling
Race Trait: Zealots
NOT Protein Resequencer
67 1 10.0% Food 1.0% Food 2 Population Colony Unique 
Protein Resequencer Slave Recycler Protein Resequencing
Race Trait: Zealots
101 1 20.0% Food 1.0% Food 3 Population Colony Unique 
Hydroponic Farm   Xeno Adaptation
Race Trait: Amphibious
37   3 Food 0.1 Food 1 Population  
Hydroponic Accelerator Hydroponic Farm Novel Harvesting
Race Trait: Amphibious
56
1 Monsatium Deposit
  4 Food 0.1 Food 1 Population  
Tired Hydroponic Farm Hydroponic Accelerator Intensive Farming
Race Trait: Amphibious
84
4 Monsatium Deposit
  5 Food 0.1 Food 1 Population  
Automated Hydroponic Farm Tired Hydroponic Farm Lossless Farming
Race Trait: Amphibious
126
10 Monsatium Deposit
  6 Food 0.1 Food 1 Population  
Birthing Pools   Xeno Commerce
Race Trait: Amphibious
30   15.0% Growth 1.0% Growth 1 Population Colony Unique 

 

 

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Ship Components

Assault Carrier Module

Name Upgrades From Prereqs Cost Maintenance Effects
Assault Carrier Module   Carrier 200 1 6 Threat
10 Value
None Support Mass
2 Assault Fighters Cap
Escort Carrier Module   High Capacity Carriers 200 1 6 Threat
10 Value
None Support Mass
3 Assault Fighters Cap

Targeting

Name Upgrades From Prereqs Cost Maintenance Effects
Targeting Scanners   Targeting Support 65 Sensor Range Manufacturing   2 Threat
2 Value
None Sensor Range Mass
0.25 Accuracy

Beam Weapon Enhanced

Name Upgrades From Prereqs Cost Maintenance Effects
Prototype Elerium Weapon   Militarization 12 Beam Manufacturing
1 Elerium
1 0.2 Threat
None Beam Mass
1 Beam Weapon
1 Beam Attack
Partical Beam   Beam Weapons 32 Beam Manufacturing
1 Elerium
1 0.4 Threat
None Beam Mass
1 Beam Weapon
2 Beam Attack
Disrupters   Matter Disruption 50 Beam Manufacturing
1 Elerium
1 0.6 Threat
None Beam Mass
1 Beam Weapon
5 Beam Attack
Plasma   Plasma Projection 60 Beam Manufacturing
1 Elerium
1 0.8 Threat
None Beam Mass
1 Beam Weapon
8 Beam Attack
Phasors   Energy Phasing 70 Beam Manufacturing
1 Elerium
1 1 Threat
None Beam Mass
1 Beam Weapon
10 Beam Attack
Doom Ray   Doom Ray 84 Beam Manufacturing
1 Elerium
1 1.2 Threat
None Beam Mass
1 Beam Weapon
20 Beam Attack

Beam Support1

Name Upgrades From Prereqs Cost Maintenance Effects
Beam Assist   Beam Weapon Augmentation 12
1 Elerium
1 2 Value
None Support Mass
-15.0% Beam Cooldown

Kinetic Augment1

Name Upgrades From Prereqs Cost Maintenance Effects
Rapid Reload   Kinetic Weapons 28 Kinetic Manufacturing 0.5 5 Threat
2 Value
None Kinetic Mass
-50.0% Kinetic Cooldown
-0.15 Kinetic Accuracy

Kinetic Augment3

Name Upgrades From Prereqs Cost Maintenance Effects
Armor Piercing   Mass Manipulation 100 Kinetic Manufacturing 0.5 5 Threat
2 Value
None Kinetic Mass
1 Armor Damage Weapon

Kinetic Augment2

Name Upgrades From Prereqs Cost Maintenance Effects
Kinetic Accelerator   Kinetic Augmentation 50 Kinetic Manufacturing 0.5 5 Threat
2 Value
None Kinetic Mass
50.0% Kinetic Range

Beam Weapon

Name Upgrades From Prereqs Cost Maintenance Effects
Lasers   Weapons Systems 24 Beam Manufacturing 1 0.2 Threat
None Beam Mass
1 Beam Weapon
1 Beam Attack
Streamer   Matter Disruption 70 Beam Manufacturing 1 0.6 Threat
None Beam Mass
1 Beam Weapon
4 Beam Attack
Phased Cannons   Energy Phasing 70 Beam Manufacturing 1 1 Threat
None Beam Mass
1 Beam Weapon
9 Beam Attack

Life Support

Name Upgrades From Prereqs Cost Maintenance Effects
Basic Life Support   Engineering 2 Ship Range Manufacturing   0.25 Value
None Ship Range Mass
6 Ship Range
Environmental Support   Interstellar Travel 2 Ship Range Manufacturing   0.5 Value
None Ship Range Mass
10 Ship Range
Stellar Support   Life Support 4 Ship Range Manufacturing   0.75 Value
None Ship Range Mass
12 Ship Range
Deep Space Support   Support Field Generation 8 Ship Range Manufacturing   1 Value
None Ship Range Mass
14 Ship Range
Support Field Generator   Promethion Support Systems 12 Ship Range Manufacturing
1 Promethion
  1.25 Value
None Ship Range Mass
16 Ship Range
Stasis Field Generator   Lossless Support Systems 16 Ship Range Manufacturing
2 Promethion
  1.5 Value
None Ship Range Mass
20 Ship Range

Targeting Support

Name Upgrades From Prereqs Cost Maintenance Effects
Targeting Array   Targeting Assist 12
1 Thulium
1 3 Threat
5 Value
None Support Mass
0.1 Accuracy
Subspace Targeting Grid   Targeting Support 32
1 Thulium
1 5 Threat
10 Value
None Support Mass
0.25 Accuracy

Cargo Module

Name Upgrades From Prereqs Cost Maintenance Effects
Cargo Module   Xeno Commerce 24   10 Value
None Support Mass
1 Can Create Trade Route
Torian Cargo Module   Torian Xeno Commerce 24   10 Value
None Support Mass
1 Can Create Trade Route
100.0% Ship Range

Beam Augment1

Name Upgrades From Prereqs Cost Maintenance Effects
Rapid Recharger   Beam Weapons 12 Beam Manufacturing 1 1 Threat
2 Value
None Beam Mass
-30.0% Beam Cooldown
-15.0% Beam Attack

Jamming

Name Upgrades From Prereqs Cost Maintenance Effects
Stealth Field   Targeting Assist 18 Sensor Range Manufacturing   1 Fortitude
1 Value
None Sensor Range Mass
0.1 Jamming
Jamming Array   Targeting Support 65 Sensor Range Manufacturing
1 Thulium
  2 Fortitude
2 Value
None Sensor Range Mass
0.25 Jamming

Shields

Name Upgrades From Prereqs Cost Maintenance Effects
Deflectors   Defense System 20 Shield Manufacturing 1 0.2 Fortitude
None Shield Mass
2 Shield Strength
Shield Generators   Shield Systems 30 Shield Manufacturing 1 0.4 Fortitude
None Shield Mass
3 Shield Strength
Barrier Fields   Barrier Field Generation 40 Shield Manufacturing 1 0.6 Fortitude
None Shield Mass
4 Shield Strength
Force Fields   Force Field 120 Shield Manufacturing 1 0.8 Fortitude
None Shield Mass
6 Shield Strength
Invulnerability Field   Invulnerability 259 Shield Manufacturing 1 1 Fortitude
None Shield Mass
8 Shield Strength

Point Projection

Name Upgrades From Prereqs Cost Maintenance Effects
Missile Disruptor   Point Defense Support System 34 1 1 Fortitude
2 Value
None Support Mass
2 Point Defense
Point Defense Array   Point Defense Manipulation 34
1 Antimatter
1 4 Fortitude
8 Value
None Support Mass
4 Point Defense

Transport Module

Name Upgrades From Prereqs Cost Maintenance Effects
Transport Module   Planetary Invasion 24   10 Value
None Support Mass
1 Can Invade
3 Population Cap
Advanced Transport Module   Ideology: Aggression Trait4 32   4 Threat
10 Value
None Support Mass
1 Can Invade
3 Population Cap
2 Interceptor Fighters Cap

Missile Support1

Name Upgrades From Prereqs Cost Maintenance Effects
Missile Guidance System   Missile Augmentation 12
1 Antimatter
1 2 Value
None Support Mass
0.25 Missile Accuracy

Point Degradation

Name Upgrades From Prereqs Cost Maintenance Effects
Point Disruption   Point Defense Manipulation 65
1 Antimatter
1 3 Fortitude
6 Value
None Support Mass
-50.0% Point Defense

Range Support

Name Upgrades From Prereqs Cost Maintenance Effects
Environmental Shield Module   Support Field Mastery 34
1 Promethion
  2 Threat
4 Value
None Support Mass
1 Is Immune To Nebula
Stasis Field Module   Tech Tree 65
1 Promethion
  6 Value
None Support Mass
12 Ship Range

Sensor

Name Upgrades From Prereqs Cost Maintenance Effects
Navigational Sensors   Torian Engineering 5 Sensor Range Manufacturing 1 0.25 Value
None Sensor Range Mass
3 Sensor Power
Intersteller Sensors   Torian Interstellar Travel 8 Sensor Range Manufacturing 1 0.5 Value
None Sensor Range Mass
6 Sensor Power
Sensor Array   Interstellar Survey 12 Sensor Range Manufacturing 1 1 Value
None Sensor Range Mass
15 Sensor Power
Field Detectors   Energy Field Sensors 20 Sensor Range Manufacturing 1 1.25 Value
None Sensor Range Mass
30 Sensor Power
Subspace Sensor   Subspace Sensors 32 Sensor Range Manufacturing 1 1.5 Value
None Sensor Range Mass
60 Sensor Power
1 Is Immune To Nebula

Beam Augment2

Name Upgrades From Prereqs Cost Maintenance Effects
Energy Accelerator   Beam Weapon Augmentation 23 Beam Manufacturing
1 Elerium
1 2 Threat
2 Value
None Beam Mass
30.0% Beam Range

Beam Augment3

Name Upgrades From Prereqs Cost Maintenance Effects
Shield Leach   High Energy Transfer 45 Beam Manufacturing
1 Elerium
1 3 Threat
2 Value
None Beam Mass
0.5 Ignore Shield
-25.0% Beam Attack
Shield Punch   High Energy Magnification 90 Beam Manufacturing
1 Elerium
1 4 Threat
2 Value
None Beam Mass
0.66 Ignore Shield

Jamming Support

Name Upgrades From Prereqs Cost Maintenance Effects
Jamming Field Generator   Targeting Assist 32
1 Thulium
1 1 Fortitude
2 Value
None Support Mass
0.1 Jamming
Field Disruption   Targeting Support 46
1 Thulium
1 2 Fortitude
4 Value
None Support Mass
0.25 Jamming

Sublight Drive

Name Upgrades From Prereqs Cost Maintenance Effects
Thrusters   Torian Interstellar Travel 7 Moves Cap Manufacturing   0.25 Threat
None Moves Cap Mass
25.0% Tactical Speed
10.0% Acceleration
0.05 Jamming
Ion Thrusters   Ion Drive 12 Moves Cap Manufacturing   0.5 Threat
None Moves Cap Mass
50.0% Tactical Speed
20.0% Acceleration
0.075 Jamming
Field Thrusters   Warp Field Theory 16 Moves Cap Manufacturing   0.75 Threat
None Moves Cap Mass
75.0% Tactical Speed
30.0% Acceleration
0.1 Jamming
Inertial Acceleration   Hyperwarp Waves 48 Moves Cap Manufacturing   1 Threat
None Moves Cap Mass
100.0% Tactical Speed
40.0% Acceleration
0.15 Jamming
Gravity Manipulation Field   Stellar Folding 92 Moves Cap Manufacturing   1.25 Threat
None Moves Cap Mass
125.0% Tactical Speed
50.0% Acceleration
0.2 Jamming

Interstellar Drive Augment

Name Upgrades From Prereqs Cost Maintenance Effects
Prototype Hyper Drive   Torian Engineering 8 Moves Cap Manufacturing
2 Antimatter
0 1.5 Value
None Moves Cap Mass
5 Moves Cap

Moves Support

Name Upgrades From Prereqs Cost Maintenance Effects
Stellar Accelerator   Hyperfield Projection 34
1 Promethion
  4 Value
None Support Mass
2 Moves Cap
Slipstream Accelerator   Stellar Field Projection 123
1 Promethion
  8 Value
None Support Mass
4 Moves Cap

Armor Support

Name Upgrades From Prereqs Cost Maintenance Effects
Integrity Field   Armor Support Systems 34
1 Durantium
1 1 Fortitude
2 Value
None Support Mass
10.0% Armor Rating
Hull Enhancement Field   Armor Enhancement 65
1 Durantium
1 2 Fortitude
4 Value
None Support Mass
25.0% Armor Rating

Guardian Carrier Module

Name Upgrades From Prereqs Cost Maintenance Effects
Guardian Carrier Module   Carrier Focus2 200 1 6 Threat
10 Value
None Support Mass
2 Guardian Fighters Cap

Sublight Suppression

Name Upgrades From Prereqs Cost Maintenance Effects
Repulsor Field   Hyperfield Disruption 32
1 Promethion
  8 Value
None Support Mass
-25.0% Tactical Speed

Interceptor Carrier Module

Name Upgrades From Prereqs Cost Maintenance Effects
Drone Carrier Module   Carrier Focus1 200 1 6 Threat
10 Value
None Support Mass
2 Interceptor Fighters Cap

Shield Projection

Name Upgrades From Prereqs Cost Maintenance Effects
Field Generator   Shield Support Systems 18 1 1 Fortitude
2 Value
None Support Mass
5 Shield Strength
Barrier Field Generator   Energy Field Manipulation 65
1 Elerium
1 4 Fortitude
8 Value
None Support Mass
20 Shield Strength

Sublight Support

Name Upgrades From Prereqs Cost Maintenance Effects
Wake Generator   Hyperfield Projection 16
1 Promethion
  2 Value
None Support Mass
10.0% Tactical Speed
Slipstream Generator   Gravity Field Manipulation 24
1 Promethion
  4 Value
None Support Mass
25.0% Tactical Speed

Armor

Name Upgrades From Prereqs Cost Maintenance Effects
Hull Plating   Defense System 16 Armor Manufacturing 1 0.3 Fortitude
None Armor Mass
2 Armor Rating
Titanium Plating   Armor Systems 24 Armor Manufacturing 1 0.6 Fortitude
None Armor Mass
4 Armor Rating
Durantium Composite   Durantium Composite 40 Armor Manufacturing 1 0.9 Fortitude
None Armor Mass
6 Armor Rating
Kanvium Laminate   Kanvium Laminate 90 Armor Manufacturing 1 1.2 Fortitude
None Armor Mass
10 Armor Rating
Zero Point Armor   Zero Point Armor 120 Armor Manufacturing 1 1.5 Fortitude
None Armor Mass
12 Armor Rating

Point Support

Name Upgrades From Prereqs Cost Maintenance Effects
Point Augmentation Array   Point Defense Augmentation 65
1 Antimatter
1 2 Fortitude
4 Value
None Support Mass
25.0% Point Defense

Missile Support2

Name Upgrades From Prereqs Cost Maintenance Effects
Missile Guidance Array   Advanced Missile Guidance 32
1 Antimatter
1 4 Value
None Support Mass
25.0% Missile Attack

Beam Support2

Name Upgrades From Prereqs Cost Maintenance Effects
Beam Magnification Array   High Energy Transfer 32
1 Elerium
1 4 Value
None Support Mass
25.0% Beam Attack

Missile Augment1

Name Upgrades From Prereqs Cost Maintenance Effects
Missle Assister   Missile Weapons 12 Missile Manufacturing   2 Threat
2 Value
None Missile Mass
-25.0% Missile Cooldown
Launch Assister   Intelligent Warheads 50 Missile Manufacturing   5 Threat
5 Value
None Missile Mass
-50.0% Missile Cooldown

Missile Augment2

Name Upgrades From Prereqs Cost Maintenance Effects
Slingshot Booster   Missile Augmentation 12 Missile Manufacturing   3 Threat
3 Value
None Missile Mass
25.0% Missile Range

Missile Augment3

Name Upgrades From Prereqs Cost Maintenance Effects
Cluster Warheads   Advanced Missile Guidance 16 Missile Manufacturing   4 Threat
4 Value
None Missile Mass
1 Point Damage Weapon

Kinetic Weapon Enhanced

Name Upgrades From Prereqs Cost Maintenance Effects
Proto Type Durantium Driver   Pulse Cannon 38 Kinetic Manufacturing
12 Durantium
0.5 0.6 Threat
None Kinetic Mass
1 Kinetic Weapon
4 Kinetic Attack
Cannon   Militarization 20 Kinetic Manufacturing 0.5 0.2 Threat
None Kinetic Mass
1 Kinetic Weapon
1 Kinetic Attack
Pulse Cannon   Pulse Cannon 50 Kinetic Manufacturing
1 Thulium
0.5 0.5 Threat
None Kinetic Mass
1 Kinetic Weapon
3 Kinetic Attack
Graviton Driver   Graviton Thrower 70 Kinetic Manufacturing
2 Thulium
0.5 0.5 Threat
None Kinetic Mass
1 Kinetic Weapon
4 Kinetic Attack
Quantum Driver   Quantum Drivers 120 Kinetic Manufacturing
2 Thulium
0.5 0.6 Threat
None Kinetic Mass
1 Kinetic Weapon
5 Kinetic Attack
Singularity Driver   Singularity Drivers 140 Kinetic Manufacturing
4 Thulium
0.5 0.7 Threat
None Kinetic Mass
1 Kinetic Weapon
6 Kinetic Attack

Shield Degradation

Name Upgrades From Prereqs Cost Maintenance Effects
Leaching Field   Energy Field Manipulation 65
1 Elerium
1 3 Fortitude
6 Value
None Support Mass
-50.0% Shield Strength

Missile Weapon Enhanced

Name Upgrades From Prereqs Cost Maintenance Effects
Proto Type Anti Matter Missile   Harpoon 22 Missile Manufacturing
2 Antimatter
1 1.5 Threat
None Missile Mass
1 Missile Weapon
2 Missile Attack
Sparrow   Militarization 50 Missile Manufacturing
1 Antimatter
1 0.3 Threat
None Missile Mass
1 Missile Weapon
2 Missile Attack
Harpoon   Harpoon 80 Missile Manufacturing
1 Antimatter
1 0.9 Threat
None Missile Mass
1 Missile Weapon
4 Missile Attack
Photonic Warhead   Photonic Warheads 150 Missile Manufacturing
2 Antimatter
1 1.2 Threat
None Missile Mass
1 Missile Weapon
6 Missile Attack
Photon Torpedoes   Photon Torpedos 300 Missile Manufacturing
4 Antimatter
1 1.5 Threat
None Missile Mass
1 Missile Weapon
12 Missile Attack
Nightmare Torpedoes   Nightmare Torpedo 400 Missile Manufacturing
8 Antimatter
1 1.8 Threat
None Missile Mass
1 Missile Weapon
36 Missile Attack

Kinetic Weapon

Name Upgrades From Prereqs Cost Maintenance Effects
Railgun   Kinetic Weapons 40 Kinetic Manufacturing 0.5 0.3 Threat
None Kinetic Mass
1 Kinetic Weapon
2 Kinetic Attack
Mass Driver   Pulse Cannon 60 Kinetic Manufacturing 0.5 0.5 Threat
None Kinetic Mass
1 Kinetic Weapon
3 Kinetic Attack
Vulcanic Driver   Quantum Drivers 90 Kinetic Manufacturing 0.5 0.5 Threat
None Kinetic Mass
1 Kinetic Weapon
4 Kinetic Attack

Repair

Name Upgrades From Prereqs Cost Maintenance Effects
Structural Enhancement   Hull Strengthening 34
1 Durantium
1 0.5 Fortitude
None Mass
1 Tactical Repair
Self Healing Hulls   Self Healing Hulls 65
1 Thulium
1 1 Fortitude
None Mass
5 Tactical Repair

Colony Module

Name Upgrades From Prereqs Cost Maintenance Effects
Colony Module   Colonization 8 23 10 Value
None Support Mass
1 Can Colonize
3 Population Cap
1 Administration Usage
Torian Colony Module   Torian Colonization 20   10 Value
None Support Mass
1 Can Colonize
3 Population Cap
10 Ship Range
1 Administration Usage

Survey Module

Name Upgrades From Prereqs Cost Maintenance Effects
Survey Module     20 Sensor Range Manufacturing   0.75 Value
None Sensor Range Mass
8 Sensor Power
1 Can Survey
1 Administration Usage

Hit Point Augment

Name Upgrades From Prereqs Cost Maintenance Effects
Durantium Hull Reinforcement   Torian Engineering 80
1 Durantium
1 Thulium
1 1 Fortitude
None Mass
5 Hit Points Cap
Hull Integrity Generator   Robust Hull Construction 24
1 Durantium
1 1 Fortitude
None Mass
10 Hit Points Cap
Arcean Hull Reinforcement   Robust Hull Construction 51
1 Durantium
1 1 Fortitude
None Mass
15 Hit Points Cap

Interstellar Drive

Name Upgrades From Prereqs Cost Maintenance Effects
Hyper Drive   Torian Engineering 6 Moves Cap Manufacturing 0 0.25 Value
None Moves Cap Mass
1 Moves Cap
Hyperdrive Plus   Torian Interstellar Travel 10 Moves Cap Manufacturing 0 0.5 Value
None Moves Cap Mass
1 Moves Cap
Ion Drive   Ion Drive 12 Moves Cap Manufacturing   0.75 Value
None Moves Cap Mass
2 Moves Cap
Warp Drive   Warp Field Theory 30 Moves Cap Manufacturing   1 Value
None Moves Cap Mass
2 Moves Cap
Hyperwarp Drive   Hyperwarp Waves 40 Moves Cap Manufacturing   1.25 Value
None Moves Cap Mass
3 Moves Cap
Stellar Folding   Stellar Folding 80 Moves Cap Manufacturing   1.5 Value
None Moves Cap Mass
4 Moves Cap

Armor Degradation

Name Upgrades From Prereqs Cost Maintenance Effects
Integrity Disruptor   Integrity Field Projection 123
1 Durantium
1 3 Fortitude
6 Value
None Support Mass
-50.0% Armor Rating

Construction Module

Name Upgrades From Prereqs Cost Maintenance Effects
Constructor Module   Tech Tree 24   10 Value
None Support Mass
1 Can Construct
1 Module Construction Points Cap
1 Administration Usage

Shield Support

Name Upgrades From Prereqs Cost Maintenance Effects
Field Augmentation Array   Shield Augmentation 34
1 Elerium
1 2 Fortitude
4 Value
None Support Mass
25.0% Shield Strength
Divine Temple Support Module   Devine Fleets 55
1 Durantium
1 Elerium
1 Antimatter
1 3 Fortitude
6 Value
None Support Mass
50.0% Shield Strength
50.0% Point Defense
50.0% Armor Rating
Precursor Protection Field   Precursor Mysteries 65
1 Durantium
1 Elerium
1 Antimatter
1 3 Fortitude
6 Value
None Support Mass
50.0% Shield Strength
50.0% Point Defense
50.0% Armor Rating
Zalon Defense System   Zalon Defense System 128
1 Durantium
1 Elerium
1 Antimatter
1 2 Fortitude
5 Value
None Mass
15.0% Beam Attack
15.0% Kinetic Attack
15.0% Missile Attack
-15.0% Shield Strength
-15.0% Point Defense
-15.0% Armor Rating

Missile Weapon

Name Upgrades From Prereqs Cost Maintenance Effects
Space Rocket     40 Missile Manufacturing 1 0.2 Threat
None Missile Mass
1 Missile Weapon
1 Missile Attack
Stinger   Missile Weapons 50 Missile Manufacturing 1 0.6 Threat
None Missile Mass
1 Missile Weapon
2 Missile Attack
Phoenix   Harpoon 90 Missile Manufacturing 1 0.9 Threat
None Missile Mass
1 Missile Weapon
4 Missile Attack
Triton Torpodoes   Photon Torpedos 250 Missile Manufacturing 1 1.5 Threat
None Missile Mass
1 Missile Weapon
10 Missile Attack

Point Defense

Name Upgrades From Prereqs Cost Maintenance Effects
Chaff   Defense System 20 Point Manufacturing 1 0.2 Fortitude
None Point Mass
2 Point Defense
Point Defense   Point Defenses 40 Point Manufacturing 1 0.3 Fortitude
None Point Mass
4 Point Defense
E C M   Counter Measures 60 Point Manufacturing 1 0.4 Fortitude
None Point Mass
6 Point Defense
Drone Sentries   Drone Sentry Systems 80 Point Manufacturing 1 0.5 Fortitude
None Point Mass
8 Point Defense
Arreon Missile Defense   Arreon Missile Defense 120 Point Manufacturing 1 0.6 Fortitude
None Point Mass
12 Point Defense

Kinetic Support2

Name Upgrades From Prereqs Cost Maintenance Effects
Acceleration Field   Inertial Magnification 44
1 Durantium
1 8 Value
None Support Mass
25.0% Kinetic Range

Kinetic Support1

Name Upgrades From Prereqs Cost Maintenance Effects
Inertial Dampeners   Kinetic Augmentation 12
1 Durantium
1 2 Value
None Support Mass
10.0% Kinetic Attack
Inertial Field Projector   Mass Manipulation 32
1 Durantium
1 4 Value
None Support Mass
25.0% Kinetic Attack

Repair Support

Name Upgrades From Prereqs Cost Maintenance Effects
Structural Enhancement Field   Arcean Hull Repair Systems 65
1 Thulium
1 4 Value
None Support Mass
1 Tactical Repair
Repair Drones   Arcean Hull Repair Systems 123
1 Thulium
1 6 Value
None Support Mass
2.5 Tactical Repair
Nanite Projection Array   Self Healing Hulls 235
1 Thulium
1 8 Value
None Support Mass
5 Tactical Repair
Reply #2 Top

Starbase Modules

Generic

Name Upgrades From Prereqs Cost Maintenance Effects
Starbase Defense System   Warfare 100 Credits
1 Durantium
1 Elerium
1 Antimatter
  1 Beam Weapon
1 Beam Attack
1 Missile Weapon
1 Missile Attack
1 Kinetic Weapon
1 Kinetic Attack
5 Influence
Advanced Starbase Defense System Starbase Defense System Weapons Systems 200 Credits
2 Durantium
2 Elerium
2 Antimatter
  1 Beam Weapon
2 Beam Attack
1 Missile Weapon
2 Missile Attack
1 Kinetic Weapon
2 Kinetic Attack
5 Influence
Omega Starbase Defense System Advanced Starbase Defense System Fortification 500 Credits
3 Durantium
3 Elerium
3 Antimatter
  1 Beam Weapon
5 Beam Attack
1 Missile Weapon
5 Missile Attack
1 Kinetic Weapon
5 Kinetic Attack
5 Influence
Particle Beam Module   Beam Weapons 50 Credits
1 Elerium
1 2 Beam Attack
Disruptor Module Particle Beam Module Matter Disruption 100 Credits
2 Elerium
1 3 Beam Attack
Plasma Turret Module Disruptor Module Plasma Projection 200 Credits
3 Elerium
1 5 Beam Attack
Phaser Array Module Plasma Turret Module Energy Phasing 350 Credits
4 Elerium
1 10 Beam Attack
Stationary Doom Ray Module Phaser Array Module Doom Ray 500 Credits
5 Elerium
1 15 Beam Attack
Stinger Turret Module   Missile Weapons 50 Credits
1 Antimatter
1 2 Missile Attack
Harpoon Savo Module Stinger Turret Module Harpoon 100 Credits
2 Antimatter
1 3 Missile Attack
Photonic Torpedo Array Module Harpoon Savo Module Photonic Warheads 200 Credits
3 Antimatter
1 5 Missile Attack
Photon Launcher Module Photonic Torpedo Array Module Photon Torpedos 350 Credits
4 Antimatter
1 10 Missile Attack
Nightmare Delivery System Module Photon Launcher Module Nightmare Torpedo 500 Credits
5 Antimatter
1 15 Missile Attack
Railgun Rack Module   Kinetic Weapons 50 Credits
1 Durantium
1 2 Kinetic Attack
Mounted Pulse Cannon Module Railgun Rack Module Pulse Cannon 100 Credits
2 Durantium
1 3 Kinetic Attack
Graviton Accelerator Module Mounted Pulse Cannon Module Graviton Thrower 200 Credits
3 Durantium
1 5 Kinetic Attack
Quantum Driver Array Module Graviton Accelerator Module Quantum Drivers 350 Credits
4 Durantium
1 10 Kinetic Attack
Cintifical Singularity Diver Module Quantum Driver Array Module Singularity Drivers 500 Credits
5 Durantium
1 15 Kinetic Attack
Shield Generator Module   Shield Systems 50 Credits
1 Elerium
1 3 Shield Strength
Barrier Array Module Shield Generator Module Barrier Field Generation 100 Credits
2 Elerium
1 5 Shield Strength
Force Field Projector Module Barrier Array Module Force Field 200 Credits
3 Elerium
1 10 Shield Strength
Invulnerability Sphere Module Force Field Projector Module Invulnerability 350 Credits
4 Elerium
1 15 Shield Strength
Point Defense Banks Module   Point Defenses 50 Credits
1 Elerium
1 3 Point Defense
Counter Measure Module Point Defense Banks Module Counter Measures 100 Credits
2 Elerium
1 5 Point Defense
Droid Sentry System Module Counter Measure Module Drone Sentry Systems 200 Credits
3 Elerium
1 10 Point Defense
Aereon Missile Defense Module Droid Sentry System Module Arreon Missile Defense 350 Credits
4 Elerium
1 15 Point Defense
Titanium Plate Module   Armor Systems 50 Credits
1 Durantium
1 3 Armor Rating
Durantium Composite Module Titanium Plate Module Durantium Composite 100 Credits
2 Durantium
1 5 Armor Rating
Kanvium Laminate Module Durantium Composite Module Kanvium Laminate 200 Credits
3 Durantium
1 10 Armor Rating
Zero Point Armor Module Kanvium Laminate Module Zero Point Armor 350 Credits
4 Durantium
1 15 Armor Rating
Interceptor Module   Carrier 150 Credits
1 Hyper Silicates
1 5 Interceptor Fighters Cap
Assault Module Interceptor Module High Capacity Carriers 300 Credits
1 Durantium
1 Elerium
1 Antimatter
2 Hyper Silicates
1 5 Assault Fighters Cap
Perimeter Scanners Module   Interstellar Travel 100 Credits
1 Durantium
1 8 Sensor Power
5 Influence
Sector Scanner Module Perimeter Scanners Module Interstellar Survey 200 Credits
2 Durantium
1 16 Sensor Power
5 Influence
Surveillance System Module Sector Scanner Module Energy Field Sensors 350 Credits
3 Durantium
1 32 Sensor Power
5 Influence
Thulium Sensor Array Module Surveillance System Module Subspace Sensors 500 Credits
4 Durantium
1 64 Sensor Power
5 Influence
Xeno Archeology Lab Module   Tech Tree 50 Credits 1 0.05 Modifier Value
1 Modifier Value
Ancient Studies Center Module Xeno Archeology Lab Module Xeno Archeology 100 Credits 1 0.06 Modifier Value
2 Modifier Value
Xeno Archeology Institute Module Ancient Studies Center Module Precursor Studies 200 Credits
1 Promethion
1 Ultra Spice
1 0.07 Modifier Value
3 Modifier Value
Precursor Engineering Center Xeno Archeology Institute Module Precursor Exploitation 350 Credits
2 Promethion
2 Ultra Spice
1 0.08 Modifier Value
4 Modifier Value
Precursor Studies Center Module Precursor Engineering Center Precursor Engineering 500 Credits
4 Promethion
3 Ultra Spice
1 0.1 Modifier Value
5 Modifier Value
Support Field Stabilization Module   Support Field Mastery 200 Credits 1 2 Starbase Range
Chaotic Particle Absorption System Module Support Field Stabilization Module Exploration Extention 400 Credits 1 2 Starbase Range
1 Is Immune To Nebula

Military

Name Upgrades From Prereqs Cost Maintenance Effects
Military Ring Module   Tech Tree
Race Trait: NOT Culture Ring Module
    1 Beam Attack
1 Kinetic Attack
1 Missile Attack
1 Shield Strength
1 Armor Rating
1 Point Defense
2 Starbase Range
Defense Network Module   Orbital Defence Platform 100 Credits
2 Durantium
2 Elerium
2 Antimatter
1 Thulium
1 4 Beam Attack
4 Kinetic Attack
4 Missile Attack
4 Shield Strength
4 Armor Rating
4 Point Defense
Sector Defense Grid Module Defense Network Module Planetary Defense Dome 200 Credits
4 Durantium
4 Elerium
4 Antimatter
1 Thulium
1 10 Beam Attack
10 Kinetic Attack
10 Missile Attack
10 Shield Strength
10 Armor Rating
10 Point Defense
Energy Magnification Module   Beam Weapon Augmentation 100 Credits
1 Elerium
1 10.0% Beam Attack
Energy Magnification Array Module Energy Magnification Module High Energy Transfer 250 Credits
2 Elerium
2 Promethion
1 15.0% Beam Attack
Energy Acceleration Grid Module Energy Magnification Array Module High Energy Magnification 500 Credits
3 Elerium
4 Promethion
1 25.0% Beam Attack
Missile Guidance System Module   Missile Augmentation 100 Credits
1 Antimatter
1 10.0% Missile Attack
Missile Guidance Array Module Missile Guidance System Module Advanced Missile Guidance 250 Credits
2 Antimatter
2 Promethion
1 Hyper Silicates
1 15.0% Missile Attack
Missile Guidance Network Module Missile Guidance Array Module Intelligent Warheads 500 Credits
3 Antimatter
4 Promethion
1 Hyper Silicates
1 25.0% Missile Attack
Inertial Damper Module   Kinetic Augmentation 100 Credits
1 Thulium
1 10.0% Kinetic Attack
Inertial Field Projector Module Inertial Damper Module Mass Manipulation 250 Credits
2 Thulium
1 Aurorus Arboretum
1 Harmony Crystals
1 15.0% Kinetic Attack
Selective Inertia Modifier Module Inertial Field Projector Module Inertial Magnification 500 Credits
3 Thulium
1 Aurorus Arboretum
1 Harmony Crystals
1 25.0% Kinetic Attack
Field Augmenter Module   Shield Support Systems 100 Credits
1 Elerium
1 10.0% Shield Strength
Field Augmentation Array Module Field Augmenter Module Shield Augmentation 250 Credits
2 Elerium
1 15.0% Shield Strength
Field Augmentation Network Module Field Augmentation Array Module Energy Field Manipulation 500 Credits
3 Elerium
1 25.0% Shield Strength
Single Disruptor Module   Point Defense Support System 100 Credits
1 Thulium
1 10.0% Point Defense
Targeted E M P Module Single Disruptor Module Point Defense Augmentation 250 Credits
1 Antimatter
2 Thulium
1 15.0% Point Defense
Drone Interceptor Module Targeted E M P Module Point Defense Manipulation 500 Credits
1 Antimatter
3 Thulium
1 Aurorus Arboretum
1 Harmony Crystals
1 25.0% Point Defense
Integrity Field Module   Armor Support Systems 100 Credits 1 10.0% Armor Rating
Hull Enhancementfield Module Integrity Field Module Armor Enhancement 250 Credits
1 Elerium
1 15.0% Armor Rating
Subspace Integrity Array Module Hull Enhancementfield Module Integrity Field Projection 500 Credits
1 Elerium
1 Xanthium Deposit
1 25.0% Armor Rating
Slipstream Generator Module   Hyperfield Projection 100 Credits
1 Thulium
-25.0% Move
1 25.0% Tactical Speed
Steller Wake Generator Module Slipstream Generator Module Stellar Field Projection 250 Credits
2 Thulium
2 Promethion
-25.0% Move
1 25.0% Tactical Speed
Gravity Field Generator Module   Gravity Field Manipulation 500 Credits
3 Thulium
4 Promethion
25.0% Move
1 -25.0% Tactical Speed
Tractor Beam Module Gravity Field Generator Module Hyperfield Disruption 100 Credits
1 Elerium
2 Thulium
25.0% Move
1 -25.0% Tactical Speed
Starbase Fortifcation Module   Territorial Reinforcement 100 Credits
1 Elerium
1 Antimatter
1 Thulium
1 5 Shield Strength
5 Armor Rating
5 Point Defense
Intersteler Defense Module   Starbase Fortification 200 Credits
1 Durantium
1 Elerium
1 Thulium
1 Promethion
1 Xanthium Deposit
-25.0% Move
25.0% Move
1  
Zalon Defense System Module   Zalon Defense System 300 Credits
2 Durantium
2 Elerium
2 Antimatter
2 Thulium
2 Promethion
1 Xanthium Deposit
1 25.0% Beam Attack
25.0% Kinetic Attack
25.0% Missile Attack
-25.0% Shield Strength
-25.0% Armor Rating
-25.0% Point Defense

Mining

Name Upgrades From Prereqs Cost Maintenance Effects
Mining Ring Module   Tech Tree
Race Trait: NOT Culture Ring Module
    0.2 Mining
1 Influence
MineSurroundingResources
Mining Barrack Module   Orbital Manufacturing 50 Credits
1 Durantium
1 0.3 Mining
Mining Headquarter Module Mining Barrack Module Interstellar Mining 100 Credits
2 Durantium
1 Promethion
1 0.4 Mining
Extraction Center Module Mining Headquarter Module High Efficiency Mining 200 Credits
3 Durantium
2 Promethion
1 0.5 Mining
Resource Sector Module Extraction Center Module Resource Extraction 350 Credits
4 Durantium
1 Antimatter
4 Promethion
1 0.6 Mining
Promethion Extractor Module   Lossless Mining 500 Credits
4 Durantium
2 Promethion
1 Techapod Hive
1 0.7 Mining
Thulium Extractor Module   Lossless Mining
Race Trait: NOT Promethion Extractor Module
250 Credits
4 Durantium
2 Thulium
1 Hyper Silicates
1 0.7 Mining
Anti Matter Extractor Module   Lossless Mining
Race Trait: NOT Promethion Extractor Module
250 Credits
4 Durantium
2 Antimatter
1 Hyper Silicates
1 0.7 Mining
Durantium Extractor Module   Lossless Mining
Race Trait: NOT Promethion Extractor Module
250 Credits
4 Durantium
1 Antimatter
1 Promethion
1 Precursor Nanites
1 0.7 Mining
Elerium Extractor Module   Lossless Mining
Race Trait: NOT Promethion Extractor Module
250 Credits
4 Durantium
2 Elerium
1 Helios Ore
1 0.7 Mining

Economic

Name Upgrades From Prereqs Cost Maintenance Effects
Economic Ring Module   Tech Tree
Race Trait: NOT Culture Ring Module
    2.5% Production Points
1 Influence
Starbase Factory Module   Infrastructure 100 Credits
1 Durantium
  5.0% Production
Zero G Scaling Module   Industrial Mechanization 200 Credits   7.5% Production
Orbital Replicator Module Zero G Scaling Module Industrial Matrix 350 Credits
1 Promethion
  10.0% Production
Interstellar Collector Module Orbital Replicator Module Manufacturing Matrix 500 Credits
2 Promethion
2 Xanthium Deposit
1 Artocarpus Viriles
  12.5% Production
Starbase Laboratory Module   Educational Research 100 Credits
1 Thulium
4 Promethion
  10.0% Research
Zero G Experimentation Module Starbase Laboratory Module Research Cities 200 Credits
5 Promethion
  12.5% Research
Orbital Research Center Module Zero G Experimentation Module Research Communes 350 Credits
10 Promethion
  15.0% Research
Orbital Institute Module Orbital Research Center Module Research Matrix 500 Credits
25 Promethion
5 Helios Ore
  20.0% Research
Starbase Market   Xeno Commerce 100 Credits
1 Durantium
  25.0% Income
Orbital Shopping Center Starbase Market Xeno Economics 200 Credits
2 Durantium
  25.0% Income
Starbase Promenade Orbital Shopping Center Interstellar Banking 350 Credits
4 Durantium
1 Snuggler Colony
  30.0% Income
Franchise Center Starbase Promenade Financial Sectors 500 Credits
8 Durantium
1 Snuggler Colony
  50.0% Income
20.0% Influence
Trade Post Module   Interstellar Trade 100 Credits   10.0% Trade Route Value
Trade Center Module Trade Post Module Galactic Trade 200 Credits
1 Promethion
1 Snuggler Colony
  15.0% Trade Route Value
Trading Hub Module Trade Center Module Galactic Facilitation 350 Credits
2 Promethion
1 Snuggler Colony
  25.0% Trade Route Value
Trading Mecha Module Trading Hub Module Trade Masters 500 Credits
4 Promethion
1 Snuggler Colony
  50.0% Trade Route Value

Culture

Name Upgrades From Prereqs Cost Maintenance Effects
Culture Ring Module   Tech Tree
Race Trait: NOT Military Ring Module
    10 Influence
10.0% Influence
Cultural Forum Module   Translator 100 Credits
1 Promethion
1 20 Influence
15.0% Influence
Information Hub Module Cultural Forum Module Cultural Influence 200 Credits
2 Promethion
1 30 Influence
20.0% Influence
Interstellar Exchange Module Information Hub Module Cultural Outreach 300 Credits
4 Promethion
1 Aurorus Arboretum
1 40 Influence
25.0% Influence
Interstellar Embassy Module Interstellar Exchange Module Stellar Emigration 400 Credits
8 Promethion
1 Aurorus Arboretum
1 50 Influence
30.0% Influence
Interstellar Ministry Module Interstellar Embassy Module Cultural Assimilation 500 Credits
10 Promethion
1 Aurorus Arboretum
1 60 Influence
50.0% Influence
Reply #3 Top

Just curious,  how did you get all of that data from the xml and into tables? 

Reply #4 Top

Thanks!

Any chance of you (Stardock) putting this in the wiki?

 

Reply #5 Top

I wrote a Python script to read it and output html. Let me try to post it here...

Sorry for the long messy post. The spoiler tags and the source code blocks don't seem to work for me.

 


import xml.etree.ElementTree as ET

import re

 

def parse_node(node):

    '''

    ElementTree indexes by position. Convert to indexing by name of attribute.

    '''

    imp = {}

    for child in node:

        tag = child.tag.strip()

        text = child.text.strip()

        

        if len(text) > 0:

            imp[tag] = text

        else:

            # get the list associated with this tag

            if tag in imp:

                attr_list = imp[tag]

            else:

                attr_list = []

                imp[tag] = attr_list

            if len(child) > 0:

                attr_list.append(parse_node(child)) # recursive call

    return imp

    

def print_improvements(imps, out):

    imps_dict = {}

    for imp in imps:

        imp_type = imp.get('ImprovementType')

        if imp_type in imps_dict:

            imps_dict[imp_type].append(imp)

        else:

            imps_dict[imp_type] = [imp]

    

    for k, v in imps_dict.iteritems():

        if len(v) == 0: continue

        out.write('<h4>%s</h4>\n' % pretty_name(k))

        

        out.write('<table border="1">\n')

        out.write(header_row() + '\n')

        for imp in v:

            out.write(print_improvement(imp))

        out.write('</table>\n')

 

def get_all(node, label, sublabel):

    if node.get(label) is None:

        return

    

    for el in node[label]: # list

        if el.get(sublabel):

            yield el[sublabel]

    

'''

Columns:

 

Name & UpgradesFrom & Prereqs & Cost & Maintenance & Effects & LevelEffects & NeigbhbourBonus & Other

'''

 

def header_row():

    return '<tr><th>Name</th><th>Upgrades From</th><th>Prereqs</th><th>Cost</th><th>Maintenance</th><th>Effects</th><th>Level Effects</th><th>Adjacency Bonuses</th><th>Other</th></tr>'

 

def print_improvement(imp):

    ret = '<tr>'

    ret += '<td>%s</td>' % internal_name(imp)

    ret += '<td>%s</td>' % upgrades_from(imp)

    ret += '<td>%s</td>' % prereqs(imp)

    ret += '<td>%s</td>' % cost(imp)

    ret += '<td>%s</td>' % maintenance(imp)

    ret += '<td>%s</td>' % effects(imp)

    ret += '<td>%s</td>' % level_effects(imp)

    ret += '<td>%s</td>' % neighbour_bonus(imp)

    ret += '<td>%s</td>' % other_notes(imp)

    ret += '</tr>'

    return ret

 

replacement = {'MaxManufacturing': 'Production', 'Manufacturing': 'Social Production', 

               'GoodsAndServices': 'Morale', 'FoodIncome': 'Food', 'InfluencePerTurn':'Influence',

               'ColonyGrossIncome': 'Income', 'CulturePerTurnMerciless': 'Malevolent',

               'CulturePerTurnNeutral': 'Pragmatic', 'CulturePerTurnBenevolent': 'Benevolent',

               'TradeRouteValueRaw': 'Trade Route Value'}

 

def pretty_name(name):

    if name in replacement:

        return replacement[name]

    if name.endswith('Tech') or name.endswith('Cost'):

        name = name[:-4]

    if name.endswith('Ability'):

        name = name[:-7]

    

    name = re.sub("([A-Z])"," \g<0>", name)

    name = name.replace('ofthe ', ' of the ').replace('of ', ' of ')

    return name

 

def internal_name(imp):

    return pretty_name(imp['InternalName'])

    

def upgrades_from(imp):

    for el in get_all(imp, 'Prerequ', 'UpgradesFrom'):

        return pretty_name(el)

    return ''

 

def prereqs(imp):

    ret = []

    for el in get_all(imp, 'Prerequ', 'Techs'):

        ret.append(pretty_name(el[0]['Option']))

    

    for el in get_all(imp, 'Prerequ', 'RaceTrait'):

        for subel in el:

            ret.append('Race Trait: ' + pretty_name(subel['Option']))

    

    for el in get_all(imp, 'Prerequ', 'Culture'):

        for subel in el:

            ret.append('Ideology: ' + pretty_name(subel['Option']))

            

    for el in get_all(imp, 'Prerequ', 'ColonySponsoringShipyard'):

        if el == 'true':

            ret.append('Sponsoring shipyard')

            

    for el in get_all(imp, 'Preclusions', 'RaceTrait'):

        for subel in el:

            ret.append('Race Trait: NOT ' + pretty_name(subel['Option']))

    

    for el in get_all(imp, 'Preclusions', 'Improvement'):

        ret.append('NOT ' + pretty_name(el))

            

    return '<br/>'.join(ret)

 

def cost(imp):

    ret = ''

    for el in imp.get('Stats'):

        if el.get('EffectType') == 'ManufacturingCost':

            ret = el.get('Value')

 

    # get all the resource costs

    if imp.get('Stats') is None: return ''

    for el in imp.get('Stats'):

        if (el.get('EffectType') not in ['ManufacturingCost'] and el.get('EffectType').endswith('Cost')) \

        or el.get('EffectType') == 'Credits':

            if len(ret) > 0:

                ret += '<br/>'

            ret += stat_str(el)

            

    return ret

 

def maintenance(imp):

    for el in imp.get('Stats'):

        if el.get('EffectType') == 'Maintenance':

            return el.get('Value')

    return ''

    

def effects(imp):

    ret = ''

    if imp.get('Stats') is not None:

        for el in imp.get('Stats'):

            if el.get('EffectType') not in ['Maintenance', 'ManufacturingCost'] and not el.get('EffectType').endswith('Cost') \

            and not el.get('EffectType') == 'Credits':

                if len(ret) > 0:

                    ret += '<br/>'

                ret += stat_str(el)

    if imp.get('Triggers') is not None:

        for el in imp.get('Triggers'):

            if len(ret) > 0:

                ret += '<br/>'

            ret += trigger_str(el)

            

    if imp.get('LandPercentageMin') is not None:

        if len(ret) > 0:

            ret += '<br/>'

        ret += 'Terraform: %d%% Land Minimum' % (float(imp.get('LandPercentageMin')) * 100)

    return ret

 

def level_effects(imp):

    ret = ''

    if imp.get('LevelEffectStats') is not None:

        for el in imp.get('LevelEffectStats'):

            if el.get('EffectType') not in ['Maintenance', 'ManufacturingCost']:

                if len(ret) > 0:

                    ret += '<br/>'

                ret += stat_str(el)

            

    if imp.get('LevelEffectTriggers') is not None:

        for el in imp.get('LevelEffectTriggers'):

            if len(ret) > 0:

                ret += '<br/>'

            ret += trigger_str(el)

    return ret

 

def neighbour_bonus(imp):

    ret = ''

    if imp.get('NeighborBonuses') is None: return ''

    for el in imp.get('NeighborBonuses'):

        bonus_type = pretty_name(el.get('GiveBonusToNeighborType'))

        bonus_value = el.get('NeighborBonusValue')

        if len(ret) > 0:

            ret += '<br/>'

        ret += '%s %s' % (bonus_value, bonus_type)

    return ret

 

def other_notes(imp):

    ret = ''

    # colony unique

    if imp.get('IsColonyUnique') == 'true':

        ret += 'Colony Unique <br/>'

    if imp.get('IsIndestructible') == 'true':

        ret += 'Indestructible <br/>'

    # indestructible

    return ret

 

def stat_str(el):

    resource = pretty_name(el.get('EffectType'))

    value = el.get('Value')

    modifier = ''

    if el.get('Scope') == 'Global':

        modifier = 'Global '

        

    if el['BonusType'] == 'Flat' or el['BonusType'] == 'OneTime':

        return '%s %s%s' % (value, modifier, resource)

    if el['BonusType'] == 'Multiplier':

        return '%.1f%% %s%s' % ((float(value)*100), modifier, resource)

    return ''

 

def trigger_str(el):

    ret = ''

    for subel in get_all(el, 'PerformAction', 'Action'):

        if subel == 'GrantUnitType':

            return 'Grants ' + el.get('PerformAction')[0].get('StringParam')

        elif subel == 'AwardResearchAmount':

            return el.get('PerformAction')[0].get('ValueParam') + ' Research Points'

        else:

            return el.get('PerformAction')[0].get('Action')

    for subel in el.get('Modifier'):

        return stat_str(subel)

    return ret

 

 

################################################################################

 

def write_improvements_html(f, out_f):

    # read improvements

    imps = []

    tree = ET.parse(f)

    for node in tree.getroot():

        imp = parse_node(node)

        #print imp

        #exit()

        imps.append(imp)

        

        

    print len(imps), 'improvements'

    

    out = open(out_f, 'w')

    

    # separate wonders from non-wonders

    

    wonders = [imp for imp in imps if imp.get('IsGalacticWonder') == 'true']

    player_wonders = [imp for imp in imps if imp.get('IsPlayerWonder') == 'true']

    non_wonders = [imp for imp in imps if imp not in wonders and imp not in player_wonders]

    

    out.write('<html><body>\n')

    

    out.write('<h2>Galactic Wonders</h2>')

    print_improvements(wonders, out)

    

    out.write('<h2>Player Wonders</h2>')

    print_improvements(player_wonders, out)

    

    out.write('<h2>Improvements</h2>')

    print_improvements(non_wonders, out)

    

    out.write('</body></html>')

    out.close()

    

    

def write_starbase_html(f, out_f):

    # read modules

    imps = []

    tree = ET.parse(f)

    for node in tree.getroot():

        imp = parse_node(node)

        imps.append(imp)

        

        

    print len(imps), 'modules'

    

    out = open(out_f, 'w')

    

    # separate wonders from non-wonders

    

    out.write('<html><body>\n')

    

    out.write('<h2>Starbase Modules</h2>')

    print_starbase(imps, out)

    

    out.write('</body></html>')

    out.close()

    

def print_starbase(imps, out):

    imps_dict = {}

    for imp in imps:

        imp_type = imp.get('SpecializationType')

        if imp_type in imps_dict:

            imps_dict[imp_type].append(imp)

        else:

            imps_dict[imp_type] = [imp]

    

    for k, v in imps_dict.iteritems():

        if len(v) == 0: continue

        out.write('<h4>%s</h4>\n' % pretty_name(k))

        

        out.write('<table border="1">\n')

        out.write(header_row_module() + '\n')

        for imp in v:

            out.write(print_module(imp))

        out.write('</table>\n')

 

def header_row_module():

    return '<tr><th>Name</th><th>Upgrades From</th><th>Prereqs</th><th>Cost</th><th>Maintenance</th><th>Effects</th></tr>'

 

def print_module(imp):

    ret = '<tr>'

    ret += '<td>%s</td>' % internal_name(imp)

    ret += '<td>%s</td>' % upgrades_from(imp)

    ret += '<td>%s</td>' % prereqs(imp)

    ret += '<td>%s</td>' % cost(imp)

    ret += '<td>%s</td>' % maintenance(imp)

    ret += '<td>%s</td>' % effects(imp)

    ret += '</tr>'

    return ret

 

 

 

def write_ship_html(f, out_f):

    # read modules

    imps = []

    tree = ET.parse(f)

    for node in tree.getroot():

        imp = parse_node(node)

        imps.append(imp)

        

        

    print len(imps), 'components'

    

    out = open(out_f, 'w')

    

    # separate wonders from non-wonders

    

    out.write('<html><body>\n')

    

    out.write('<h2>Ship Components</h2>')

    print_ship(imps, out)

    

    out.write('</body></html>')

    out.close()

    

    #ShipComponent

    

def print_ship(imps, out):

    imps_dict = {}

    for imp in imps:

        imp_type = imp.get('Type')

        if imp_type in imps_dict:

            imps_dict[imp_type].append(imp)

        else:

            imps_dict[imp_type] = [imp]

    

    for k, v in imps_dict.iteritems():

        if len(v) == 0: continue

        out.write('<h4>%s</h4>\n' % pretty_name(k))

        

        out.write('<table border="1">\n')

        out.write(header_row_module() + '\n')

        for imp in v:

            out.write(print_module(imp))

        out.write('</table>\n')

        

if __name__ == '__main__':

    f = 'ImprovementDefs.xml'

    out_f = 'improvements.html'

    

    write_improvements_html(f, out_f)

    

    f = 'StarbaseModuleDefs.xml'

    out_f = 'starbase.html'

    write_starbase_html(f, out_f)

    

    

    f = 'ShipComponentDefs.xml'

    out_f = 'ship_components.html'

    write_ship_html(f, out_f)

    

    

        

        

    

 

 

+1 Loading…
Reply #6 Top

well if nothing else hopefully they can use this to double check the industrcutableness of a few buildings.