This wiki is a manual for the online game Star-Fury X. This page is meant to help new players understand this complex online game.
Basic information[]
Getting Started
Some important things to keep in mind when you start your new empire.
- Lower your tax below 5% ( preferably 0%) This will make your morale go up, and since it works as a multiplier for your tax, you will make more credits in the long term. Once your morale hits 2.00 (max), raise your tax back to 5% again. This will maintain your morale at 2.00 forever onwards, and yet you will still be taxing. Read more about this under Morale.
Empire -> Colonies Look for Change
- Don't build to many buildings at once, a few power-plants, farms and residents will be enough. The self-sufficient ratio between residences, farms, and solar power plants = 2Residence:1Farm:1SolarPowerPlant. This changes if you want to add new research labs into the equation.
- Send your initial miner to mine the nearest trillium on a loop. Start building 2 new miners at your shipyard (or more if you are experienced, but more than 4-new is not recommended), and mine trillium and dentium. Initially it is advisable to roughly maintain the following mining quantity ratio: 3Trillium:1Dentium. The more advanced/rarer minerals (iridium, calorite) will not be required till later game.
Tactical -> Mining Set Resource to Trillium or Dentium and set the drop down menu next to the OR to Home Sector. Click Search. Under actions click mine for the asteroid you want. Select Ship you want to mine and colony to your colony. Click Submit Order.
- Start your first research researching immediately, preferably one of the short ones (advanced farming or nuclear fission), giving you time to make new research labs before you commit to a larger (longer) project.
Empire -> Research Under action click add for the research you want.
- Disable your shipyard after you've created your first miners, in order to save cash + power. Enable it again later game, when you want to make more ships. Eventually it will have to be on all the time.
Empire -> Colonies Click Buildings link under the name of your colony. Click on Small Shipyard in the name column. Look for Operational and click Disable.
- If you think it unlikely you will be attacked, disable your defense tower too, although this is entirely up to you. Generally speaking it's unlikely a new empire will be attacked, but this risk will increase as you grow. Merely keeping your starting scout docked should be sufficient defense against fellow new empires. (who also only have 1 scout) Empire -> Colonies
Empire -> Colonies Click Buildings link under the name of your colony. Click on Defence Tower in the name column. Look for Operational and click Disable.
- As a new empire, don't feel forced to maintain a sustainable maintenance bill (for buildings and ships) from the get-go. You start with a healthy stock of the essential resources, and these are best used to fuel a short period of rapid unsustainable growth. However if you plan to do this, make sure to do the calculations first, going over-board could bankrupt your empire before it's even begun! In the long term all empires must have sustainable economies, and it is something you should always build towards.
- Don't be frightened of breaking out a calculator IRL and grinding some maths for a while, it's what all the 'pros' do :)
Resources
The game centers around resources, through mining, trading and production. Resources can be gathered from a planet or mined from an asteroid. For example, food can be collected from Farms on your colony and Trillium can be mined from asteroids. You can also trade resources with other empires. If you want a resource but don't have the time to mine for it, then you can buy it from another empire.
Also, some planets have special resources like oil or trillium. That enables the construction of special buildings that can mine them. Oil is also more common than trillium and is used to power Oil power plants.
Mining
Probably the first thing you should do is to send your mining ship out to collect resources. Take a look at the buildings and ships available for construction and decide which resource(s) you want. Then goto the mining screen (Goto: Tactical -> Mining), from there you can assign mining orders to a ship or fleet. Choose the resource you want from the drop-down menu and then enter the sectorID (or select a bookmark) to which you want to find the closest suitable asteroid, then click Search. A list of asteroids will be returned, chose one closest to you(least number of clusters and sectors) by clicking Mine. Now select a ship OR fleet from the menu and then select a colony you want the mining ship to return to. After submitting the order, you will see the order list of the ship or fleet chosen, showing the orders necessary to mine the asteroid and the estimated time of completion. You can repeat this list of orders by adding a Loop order.(This is automatically added when using the tactical->mining feature)
Colony Management
Running your colony requires careful management of your resource stock, which can be observed from the Colony Overview screen. You can also see the net change of each resource in your resource stock. If you are losing a resource, you will need to collect more of this resource through mining or trading, or by disabling buildings which are using this resource. If your resource stock runs out of a resource which is being used by some of your buildings, then these buildings will stop operating and will need to be manually re-activated.
Planets have a finite amount of land. You can build up your colony as long as there is free land on the planet.
Ships
To build new ships (Goto: Military -> Construct Ship) and select the colony where you want your ship to be built. Then select the ship from the list provided. The list of ships depends on which shipyard type you have (Small/Medium/Large) and what research items you have completed. Note: Your shipyard must be operational for your ship(s) to build.
Ships can be organized into fleets to ease their management. i.e. Defense Fleet, Mining Fleet. Ships must be in the same sector and the same state (in space, docked or mining) to join the same fleet. You can create a new fleet from the fleets page (Goto: Military -> Fleet List). Fleets can be assigned into a formation, which is the formation they attack in. So the ships at the front of the formation will take the most damage and the ships at the back will take the least.
All ships and fleets can be assigned orders. Goto the ship order section of the manual for more details about ship orders.
Combat
There are 3 types of attack, Ship-to-Ship, Colony Raid and Colony Invade. Ship to ship attacks will steal any cargo the defending ship(s) have if the attacker is successful. Colony Raid will steal as many resources as can fit in the attacking ships if successful. Colony Invade will attempt to take over the colony, if successful the colony will then belong to the attacking empire.
There are 3 parts to a colony attack. 1st) The Space-to-Space combat in space between the attacking ships and the defending ships (any ships docked at the colony during the attack will become defending ships). 2nd) Space-to-Ground combat in which attacking ships (with Space-to-Ground) weapons will attack defending building on the colony (such as defense turrets). 3rd) Ground-to-Ground combat in which soldiers from the attacking ships land on the surface of the planet and fight against the ground forces of the defending colony (their defending soldiers). Soldiers which are defending a colony have 100% defense bonus. Note: Only Colony invasion involves the 3rd attack (Ground-to-Ground)
When ships fire their weapons their 'Energy' decreases. This can be seen from the ship information screen or the ship list. The time it takes for this energy to fully recharge from 0% is known as the 'Recharge' time. It can be seen on the Ship information screen.
Note: Attacking a smaller empire can cause your morale to drop.
Star Map
The star map (Goto: Map -> Star map) show you the galaxy your empire inhabits. The Galaxy View shows the clusters in the galaxy, the lines between them indicate the jump-gates connections between clusters. Clicking on a cluster will show you the cluster view. The Cluster View shows all the sectors in the cluster which are populated by planetary systems, asteroid fields, jump-gates and ships. The drop-down lists will allow you to show or hide certain attributes, like showing all alliance ships, or enemy ships. When you are starting out it is useful to turn on the 'Show SectorIDs' option to see the cluster more clearly. Any systems which you have a colony will be indicate by a yellow and blue icon instead of a solid yellow system icon. Clicking on an object will show you the Sector View. The Sector View shows the contents of a sector. You can click on an object (planet or asteroid) in the top pane and view more details in the bottom pane. Note: An alternative to the star map is the Text Map (Goto: Map -> Text Map).
Trading
You can trade with any empire in the universe. Goto the Trading market and search for the resource you want and the colony you want it closest to. The search results will be ordered by the distance from your selected colony. Once you've bought the trade item, you will need to collect it from the colony you purchased it from, to do this you will need to send a Cargo Ship to perform a Trade Pickup.
You can order trade pickups from the trading reserve screen (Goto: Trading -> Trading Reserve). Click Collect next to the item you want to pickup. Select a ship with sufficient cargo space then select the colony you want the ship to return to. After submitting the order you will see the order list assigned to the selected ship or fleet and can see the estimated time needed to collect the resource and return to your colony.
Morale
Another important thing is your populations morale, as it works as a multiplier for your income. This means that if you have a low morale (under 1.00), you will make less money and if you have a high morale(over 1.00) you will make more money. If have your tax over 5% your morale will start to decline. If you have it under 5% it will start to rise again. The rate at which moral rises or falls each key tick is: 'New Moral' = (1.05-'Tax Rate')x'Old Moral'
If you raid small empires, your population also gets dissatisfied, and you lose morale depending on how much smaller the target empire is compared to you.
Ticks
SF-X has two kinds of ticks. One key-tick that occurs each hour and one that occurs each minute. The key-tick is used to update net-worth and researches. The other tick is used for the construction of ships and buildings. If you build a ship at 13.45, and the ships building-time is 2 hours, the ship will be finished at 15.45, and you will get net-worh for it at the 16.00 key-tick.
Interface[]
Empire[]
Overview
Show some basic information about your empire. For example how many colonies you have, how many ships you have built and your current net-worth.
News
Shows your empires news. Old news can also be viewed from here. All news are stored for 2 days.
Colonies
Shows a list of all your colonies. This is the place where you build new buildings by clicking on buildings under the colony you want to build.
Finance
Shows how much each of your ships and planets require in maintenance, how much credits your empire and planets produce per tick and how much maintenance that is required.
Research
Shows which researches you can research, which ones you already have completed, and the ones that you are currently researching.
Map[]
Star Map
Brings up the graphical Star Map, where you can look trough the universe for other star-systems and asteroid fields. You can also see ships and other planets. You can only see the ships you own and those from allies, to see others the sector scanning is required.
Text Map
Brings up the Text Map, which basically shows the same things as the Star Map, but without the graphical output.
Comms[]
Messaging
This is where you view Messages to your empire, and where you can write messages to other players. Replies are stored under a thread, so that two empires can see all the messages they sent to each other.
Bookmarks
Here you can bookmark a specific sector. This makes it easier for you to find it, for example when issuing ship orders.
Forums
Here you can view the sector forum and the cluster forum. It can be used for trading offers or just simple communication.
Chat
This will open a chat client that will take you to the channel #sfx on this games own irc-server. Here you can get ask questions, or maybe make trade offers to other players.
Military[]
Fleet List
Shows a list of all your fleets, and their current location. You can also set orders to entire fleets here.
Ship List
Shows a list of all your ships currently not in a fleet. You can also view building ships here.
Construct Ship
If you have multiple shipyards, you can also choose on which shipyard to build the chosen ship. Shows a list of the available ships that you can build which depends on what research you have completed and if you have a small/medium/large shipyard.
Tactical[]
Scanning
If you have a Small or Large Scanning station, this is where you do all your scans. You can scan specific colonies to find out their resources, buildings and defense. You can also sweep for enemy ships using the sector scan.
Attacking
This is where you attack other empires. You can choose between either a Raid or an Invasion. In a raid you attempt to steal resources from another colony. When invading a colony, you attempt to take it over and add it to your own empire.
Mining
By searching for a specific resource, you can see how close they are to your colony. And then you can send your ships out for mining.
Trade[]
Resource Market
Here you can search for different trade items, and view the current prices of different resources.
Trading Reserve
Here you can view the resources you have bought and pick them up by sending a cargo-ship.
Alliance[]
Alliance List
Gives you a list of all alliances in the universe, information about their size and if they are currently looking for new recruits.
Membership
If you are in an alliance this is where you can view which other empires that are in the same alliance as you are. If you are the leader you can also set things such as the alliance's irc channel.
Relations
Here you can view the relations between all the alliances.
News
Here you view the alliance news, stored for 2 days.
Forums
Here you can view the alliance's forums.
Chat
This chat is the same as the one under Comms, with the difference that this will bring you to the alliance channel, and not #sfx.
Messaging
If you have the privileges, you can view the messages to the alliance here.
Options[]
Preferance
Here you can change different options, set your irc nick...
Help
This contains links to the manual and the getting started guide.
Score
Shows the strongest empire and the strongest alliance among other things.
Ship List[]
Space To Space Ships[]
Scout
Only requires a small shipyard to be build. A fast and expendable ship. Space to Space weapons.
Speed: 120 Armour: 400 Shield: 200
Corvette
Only requires a small shipyard to be built. A slightly stronger but slower ship. Space to Space weapons.
Speed: 60 Armour: 1,000 Shield: 500
Frigate
Only requires a small shipyard to be built. A standard attack ship in the early phase of the game, stronger then the corvette, and has Space to Space weapons.
Speed: 40 Armour: 4,000 Shield: 2,000
Light Destroyer
Requires that Destroyer Drive be researched and the Medium Shipyard built. Much stronger then the frigate but also slower. Space to Space weapons.
Speed: 15 Armour: 20,000 Shield: 10,000
Heavy Destroyer
Requires that Destroyer Drive be researched and the Medium Shipyard built. Stronger then the Light Destroyer but for the same upkeep cost and the same speed. Space to Space weapons.
Speed: 15 Armour: 30,000 Shield: 15,000
Light Cruiser
Requires Cruiser Drive and Destroyer Drive to be researched and a Medium Shipyard built. Much stronger then the Heavy Destroyer but also slower. Space to Space weapons.
Speed: 10 Armour: 50,000 Shield: 25,000
Heavy Cruiser
Requires Cruiser Drive and Destroyer Drive to be researched and a Medium Shipyard built. Stronger then the Light Cruiser but for a higher upkeep cost and with the same speed. Space to Space weapons.
Speed: 10 Armour: 75,000 Shield: 40,000
Light Carrier
Requires the research of Carrier Drive, Cruiser Drive, Destroyer Drive, with a Large Shipyard and Medium Shipyard built. Much stronger then the Heavy Cruiser but also slower. Space to Space weapons and Space to Ground weapons.
Speed: 5 Armour: 150,000 Shield: 100,000
Heavy Carrier
Requires the research of Carrier Drive, Cruiser Drive, Destroyer Drive, with a Large Shipyard and Medium Shipyard built. Stronger then the Light Carrier but for a higher upkeep cost and with the same speed. Space to Space weapons and Space to Ground weapons.
Speed: 5 Armour: 200,000 Shield: 150,000
Battleship
Requires the Battleship, Carrier Drive, Cruiser Drive, and Destroyer Drive researches. You also need a Large shipyard. A lot stronger then the Cruiser but for a much higher upkeep and a much slower speed.
Speed 4 Armour: 500,000 Shield: 300,000
Space to Ground Ships[]
Assault Frigate
The standard Space to ground attacker in the early game. Only requires a small shipyard to be built.
Speed: 40 Armour: 4,000 Shield: 2,000
Assault Cruiser
Requires Destroyer Drive and Cruiser Drive to be research, and a Medium Shipyard. Much stronger then the Assault Frigate. Space to Ground wepons.
Speed: 10 Armour: 50,000 Shield: 25,000
Mining Ships[]
Small Mining Ship
Only requires a small shipyard to be built. The standard miner.
Speed: 30 Armour: 5,000 Shield: 5,000 Cargo: 1,000 Mining Rate: 250/h
Medium Mining Ship
Requires the Advanced Mining research, and a Medium Shipyard or bigger to be built. A bigger miner.
Speed: 20 Armour: 30,000 Shield: 30,000 Cargo: 5,000 Mining Rate: 1,000/h
Large Mining Ship
Requires Advanced Mining and a Large Shipyard. The largest miner.
Speed: 15 Armour: 60,000 Shield: 60,000 Cargo Capacity: 20,000 Mining Rate: 5,000/h
Transports[]
Small Cargo Ship
Only requires a small shipyard to be built. A standard cargo ship, that can be used to pick up trade resources or to transport raided resources.
Speed: 60 Armour: 2,500 Shield: 1,000 Cargo: 2,000
Medium Cargo Ship
Requires a Medium or bigger shipyard to be built. A bigger cargo-ship, with larger cargo-hold and the higher cargo transfer.
Speed: 40 Armour: 10,000 Shield: 5,000 Cargo: 10,000
Large Cargo Ship
Requires a Large Shipyard. The largest cargo-ship.
Speed: 30 Armour: 40,000 Shield: 15,000 Cargo Capacity: 55,000
Small Troop Transport
Only requires a small shipyard to be built. Can transport soliders or civilians to other colonies.
Speed: 15 Armour: 10,000 Shield: 2,000 People Capacity: 5,000
Large Troop Transport
Requires a Large Shipyard. The largest Troop/Civilian Transport.
Speed: 10 Armour: 50,000 Shield: 10,000 People Capacity: 25,000
Colony Ship
Allows the colonization of planets. Requires a medium shipyard and the Colony Ship Research to be built.
Speed: 10 Armour: 25,000 Shield: 10,000
Ship and Fleet Orders[]
A ship or fleet can be assigned a queue of up to 20 orders.
To view a ship or fleets current orders, click the [Orders] link from the fleet or ship list screen, or click [View Orders] on the ship screen. A list of the current orders will be displayed along with the status of each order. You can directly clear all orders, clear completed or make a new one. Orders can also be cleared individually with clear command next to the order on the list. Current order can also be just skipped.
An order can either be Waiting, Active, Complete or Failed. A waiting order is one which is yet to be executed, the active order is the currently executing order, a complete order is an order which has already been executed and a failed order is one which has executed but has not perform its intended function (the reason for failure will be displayed in brackets). It is recommended to clear all orders after a lot of them failed.
You can assign a new order to a ship or fleet by clicking the Add New Order link. Select the order type from the drop-down list, once selected the next screen will automatically load and will request the next piece of information required depending on the order selected. i.e. if you select Move a field requesting the SectorID (or a bookmark) will be displayed.
Here is a list of the available orders:
Attack Order
Adding the attack order will bring you to do the same screen as going to Tactical -> Attack (See Tactical for details)
Colonize Planet
The colonize planet order is only used for coloniy ships or fleets with a coloniy ship. You will need to enter sectorID (coordinates), planet's name and the name of your new colony. The colonize planet order will add the move orders needed move your ship or fleet to the right cluster and sector. When the coloniy ship is in the right sector it will automatically get scrapped and build a colony with some building and resources on it, but with no civilians.
Dock with Colony
Dock with Colony is one of the most important orders. This order will allow you to dock your ships with a colony. When docked at a colony you can load and unload both soldiers and cargo or scrap your ship. When docked with a colony your ships will provide space-to-space defense for that colony. To add this order you will need to enter the sectorID, planet's name and the colony name. The 'Dock with Colony' order with automatically add the necessary move orders to the order sequence.
Enter Jumpgate
This order will order your ship to enter a jumpgate. You will need to enter the SectorID of the jumpgate. The order will automatically add the nessecery move orders to the order sequence. Entering a jumpgate takes 1 min.
Join Fleet
Makes the ship join the selected fleet. If they are not in the same sector, the ship will move to the fleets latest location.
Load and Unload Cargo
Loads and unloads cargo, like food or trillium, to to the ship with cargo capacity.
Load and Unload People
Loads and unloads people, soldiers and civilians, to the ship which has capacity for people.
Loop
Enables a loop function. The order loop enables you to loop back to a previous order, so you don't have to enter the same order several times.
Mine Asteroid
Mines an asteroid for the resources selected. Can also be assigned from tactical/mining section, or from asteroid details which show after you select it on star map.
Move
Moves the ship to the selected sector. Travel inside the solar system does not take any time.
Repair
Repairs the ship. It depends on ships repair time and can be only done at your or ally colony.
Scrap
Scraps the ship, if the ship was also docked at the colony, 75% of resources required for its construction is transfered to the colony.
Trade Pickup
If you have resources in your Trade reserve, this order can be used to pick them up. All the resources go to Trade reserve when you buy them.
Wait
Makes the ship wait and do nothing for a set amount of time.
Building List[]
Initial Starter Buildings[]
Civilian Residence
"Provides housing for your inhabitants. Your people will require food and power."
Land Occupied: 1 | Armor: 500
Requirements: None, available from start. Ready Built.
Construction Resources: Trillium - 30 Kg
Construction Time: 30 minutes
Maintenance: Money - None | Power - 5 GW/hour | Food - 10 Kg/hour
Production: Capacity - 1000 people
Small Farm
"Produces food for your people."
Land Occupied: 4 | Armor: 500
Requirements: None, available from start. Ready Built.
Construction Resources: Trillium - 75 Kg
Construction Time: 1 hour
Maintenance: Money - None | Power - 5 GW/hour | Food - None
Production: Food - 20 Kg/hour
Solar Power Plant
"Generates power from light."
Land Occupied: 4 | Armor: 250
Requirements: None, available from start. Ready Built.
Construction Resources: Money - 1250 Credits
Construction Time: 1 hour
Maintenance: Money - 25 Credits/hour | Power - None | Food - None
Production: Power - 15 GW/hour
Research Lab
"Provides research points."
Land Occupied: 4 | Armor: 1000
Requirements: None, available from start. Ready Built.
Construction Resources: Money - 200 Credits | Trillium - 50 Kg | Power - 80 GW
Construction Time: 1 hour
Maintenance: Money - 50 Credits/hour | Power - 10 GW/hour | Food - None
Production: Research Points - Provides 1 research point
Small Shipyard
"Allows contruction of basic ships."
Land Occupied: 12 | Armor: 20,000
Requirements: None, available from start. Ready Built.
Construction Resources: Money - 10,000 Credits | Trillium - 2000 Kg | Dentium - 1000 Kg | Power - 500 GW
Construction Time: 8 hours
Maintenance: Money - 100 Credits/hour | Power - 100 GW/hour | Food - None
Production: Allows Ship Contruction - Basic ships
Defence Tower
"Provides basic defence for your colony. The defence tower has very strong armour."
Land Occupied: 20 | Armor: 500,000
Requirements: None, available from start. Ready Built. One per colony.
Construction Resources: Money - 1000 Credits | Trillium - 500 Kg | Power - 200 GW
Construction Time: 2 hours
Maintenance: Money - 50 Credits/hour | Power - 20 GW/hour | Food - None
Production: Has weapons.
Weapons: 1 X Artillery Cannon (Ground-to-Space) - 1 X 1500 damage (85% reliability)
Initially Available but-not-built Buildings[]
Oil Refinery
"Mines oil from a planet."
Land Occupied: 5 | Armor: 750
Requirements: Oil resource, available from start. NOT ready built.
Construction Resources: Money - 150 Credits | Trillium - 90 Kg
Construction Time: 2 hours
Maintenance: Money - 25 Credits/hour | Power - None | Food - None
Production: Oil - 100 barrels/hour
Oil Power Plant
"Generates Power from burning of oil. You will need to build Oil Refineries to produce oil."
Land Occupied: 3 | Armor: 1000
Requirements: None, available from start. NOT ready built.
Construction Resources: Money - 400 Credits | Trillium - 100 Kg
Construction Time: 2 hours
Maintenance: Money - 15 Credits/hour | Oil - 25 barrels/hour | Power - None | Food - None
Production: Power - 75 GW/hour
Troop Barracks
"Trains Combat Soldiers. Soldiers can defend your colony from invasion, or invade others."
Land Occupied: 8 | Armor: 5,000
Requirements: None, available from start. NOT ready built.
Construction Resources: Money - 500 Credits | Trillium - 150 Kg | Dentium - 50 Kg | Power - 200 GW
Construction Time: 2 hours
Maintenance: Money - 250 Credits/hour | Power - 100 GW/hour | Food - 50 Kg/hour
Production: Allows civilians to be recruited into troops.
Small Turret
"Small Ground-to-Space Defence Turret."
Land Occupied: 5 | Armor: 2000
Requirements: None, available from start. NOT ready built.
Construction Resources: Money - 1250 Credits | Trillium - 250 Kg | Dentium - 100 Kg | Power - 200 GW
Construction Time: 30 minutes
Maintenance: Money - 75 Credits/hour | Power - 75 GW/hour | Food - None
Production: Has weapons.
Weapons: 1 X Small Rocket Launcher (Ground-to-Space) - 1 X 600 damage (95% reliability)
Large Turret
"Large Ground-to-Space Defence Turret."
Land Occupied: 10 | Armor: 8000
Requirements: None, available from start. NOT ready built.
Construction Resources: Money - 8000 Credits | Trillium - 500 Kg | Dentium - 250 Kg | Power - 400 GW
Construction Time: 1.5 hours
Maintenance: Money - 250 Credits/hour | Power - 200 GW/hour | Food - None
Production: Has weapons.
Weapons: 2 X Small Rocket Launcher (Ground-to-Space) - 2 X 600 = 1200 damage (95% reliability) | 1 X Large Rocket Launcher (Ground-to-Space) - 1 X 1000 damage (90% reliability) | Total damage = 2200 (Ground-to-Space)
Small Scanning Station
"The Scanning Station allows you to scan sectors and colonies within scanning range."
Land Occupied: 15 | Armor: 8000
Requirements: None, available from start. NOT ready built.
Construction Resources: Money - 40,000 Credits | Trillium - 1000 Kg | Dentium - 500 Kg | Power - 1000 GW
Construction Time: 12 hours
Maintenance: Money - 1000 Credits/hour | Power - 200 GW/hour | Food - None
Production: Allows Scanning - Basic scan (Not as penetrating or long distance as Advanced Scan)
Jamming Station
"Jams and distrupts scanning attempts against you. Each station provides 300 jamming points"
Land Occupied: 5 | Armor: 1000
Requirements: None, available from start. NOT ready built.
Construction Resources: Money - 2000 Credits | Trillium - 100 Kg | Dentium - 50 Kg | Power - 200 GW
Construction Time: 2 hours
Maintenance: Money - 50 Credits/hour | Power - 50 GW/hour | Food - None
Production: Provides jamming against enemy scans - 300 jamming points
Advanced Buildings (Not initially available)[]
Advanced Research Labs
"Advanced Research Labs."
Land Occupied: 6 | Armor: 3000
Requirements: Research - Advanced Research Lab
Construction Resources: Money - 500 Credits | Trillium - 75 Kg | Power - 100GW
Construction Time: 2 hours
Maintenance: Money - 75 Credits/hour | Power - 50GW
Production: Research points - 3 per hour
Fission Power Plant
"Nuclear fission power plant. Requires Iridium as fuel."
Land Occupied: 8 | Armor: 3000
Requirements: Research - Nuclear Fission
Construction Resources: Money - 1000 Credits | Trillium - 400 Kg | Dentium - 200 Kg | Power - None
Construction Time: 4 hours
Maintenance: Money - 100 Credits/hour | Iridium - 20 Kg/hour | Power - None | Food - None
Production: Power - 250 GW/hour
Fusion Power Plant
"Nuclear fusion power plant. Requires Calorite as fuel."
Land Occupied: 10 | Armor: 5000
Requirements: Research - Nuclear Fission and Research - Nuclear Fusion
Construction Resources: Money - 8000 Credits | Trillium - 5000 Kg | Dentium - 2500 Kg | Iridium - 1000 | Power - None
Construction Time: 6 hours
Maintenance: Money - 500 Credits/hour | Calorite - 50 Kg/hour | Power - None | Food - None
Production: Power - 1000 GW/hour
Defence Platform
"Defence platform used for defence. Requires Power and Credits to run."
Land Occupied: 40 | Armor: 25,000
Requirements: Research - Defence Platform
Construction Resources: Money - 40,000 Credits | Trillium - 1,500 Kg | Dentium - 500 Kg | Power - None
Construction Time: 3 hours
Maintenance: Money - 1000 Credits/hour | Power - 500 | Food - None
Production: Has Weapons
Weapons: 4x Small Rocket Launcher 95% Reliability 600 Damage, 1x Large Rocket Launcher 90% Reliability 1000 Damage, 1x Artillery Cannon 85% Reliability 1500 Damage
Medium Shipyard
"Allows contruction of Medium sized ships."
Land Occupied: 40 | Armor: 50,000
Requirements: Research - Medium Shipyard.
Construction Resources: Money - 50,000 Credits | Trillium - 25,000 Kg | Dentium - 15,000 Kg | Power - 35,000 GW
Construction Time: 12 hours
Maintenance: Money - 1000 Credits/hour | Power - 500 GW/hour | Food - None
Production: Allows Ship Contruction - Medium sized ships and smaller.
Large Shipyard
"Allows contruction of largest ships."
Land Occupied: 80 | Armor: 100,000
Requirements: Research - Large Shipyard.
Construction Resources: Money - 500,000 Credits | Trillium - 100,000 Kg | Dentium - 75,000 Kg |Iridium - 20,000 Kg | Power - 80,000 GW
Construction Time: 24 hours
Maintenance: Money - 10,000 Credits/hour | Power - 4,000 GW/hour | Food - None
Production: Allows Ship Contruction - Large ships and smaller
Large Farm
"Produces food for your people."
Land Occupied: 6 | Armor: 1000
Requirements: Research - Advanced Farming
Construction Resources: Trillium - 250 Kg
Construction Time: 2 hour
Maintenance: Money - None | Power - 15 GW/hour | Food - None
Production: Food - 60 Kg/hour
Large Scanning Station
"The Large Scanning Station allows you to scan all sectors and colonies within your cluster."
Land Occupied: 30 | Armor: 20,000
Requirements: Research - Advanced Scanning
Construction Resources: Money - 120,000 Credits | Trillium - 20,000 Kg | Dentium - 10,000 Kg | Iridium - 5,000 | Power - 20,000 GW
Construction Time: 1 day
Maintenance: Money - 5,000 Credits/hour | Power - 3,000 GW/hour | Food - None
Production: Allows Scanning - Advanced scan - Allows you to scan all sectors and colonies withing a cluster
Research List[]
Please note your colony will start with 10 active research labs, each providing 1 research point (RP) per hour, for a total of 10 RP/hour. This will increase however, if you build more.
Starter Researches (Initially Available)[]
Advanced Farming
"Allows construction of Large Farms."
Research Points Required: 125
ETA with 10 RP/hour: 12.5 hours
Pre-requisits required: None - initially available.
Unlocks new researches: None - no tech-tree below it.
Nuclear Fission
"Allows construction of Nuclear Fission Plants."
Research Points Required: 125
ETA with 10 RP/hour: 12.5 hours
Pre-requisits required: None - initially available.
Unlocks new researches: Research - Nuclear Fusion
Destroyer Drive
"Allows construction of Destroyer Class Ships."
Research Points Required: 150
ETA with 10 RP/hour: 15 hours
Pre-requisits required: None - initially available.
Unlocks new researches: Research - Cruiser Drive
Advanced Research Labs
"Allows construction of Advanced Research Labs."
Research Points Required: 200
ETA with 10 RP/hour: 20 hours
Pre-requisits required: None - initially available.
Unlocks new researches: None - no tech-tree below it.
Colony Ship
"Allows construction of Colony Ships."
Research Points Required: 200
ETA with 10 RP/hour: 20 hours
Pre-requisits required: None - initially available.
Unlocks new researches: None - no tech-tree below it.
Medium Shipyard
"Allows construction of Medium Shipyard, from which Medium-class ships can be made."
Research Points Required: 250
ETA with 10 RP/hour: 1 day 1 hour
Pre-requisits required: None - initially available.
Unlocks new researches: Research - Large Shipyard
Advanced Mining
"Allows construction of Medium and Large Mining Ships."
Research Points Required: 375
ETA with 10 RP/hour: 1 day 14 hours
Pre-requisits required: None - initially available.
Unlocks new researches: None - no tech-tree below it.
Defence Platform
"Allows construction of Defence Platform building."
Research Points Required: 500
ETA with 10 RP/hour: 2 days 2 hours
Pre-requisits required: None - initially available.
Unlocks new researches: None - no tech-tree below it.
Advanced Scanning
"Allows construction of Large Scanning Station."
Research Points Required: 2500
ETA with 10 RP/hour: 10 days 10 hours
Pre-requisits required: None - initially available.
Unlocks new researches: None - no tech-tree below it.
Advanced Researches (Have Prerequisites )[]
Cruiser Drive
"Allows construction of Cruisers."
Research Points Required: 600
ETA with 10 RP/hour: 2 days 12 hours
Prerequisites required: Research - Destroyer Drive
Unlocks new researches: Research - Carrier Drive
Nuclear Fusion
"Allows construction of Nuclear Fusion Plants."
Research Points Required: 1250
ETA with 10 RP/hour: 5 days 5 hours
Prerequisites required: Research - Nuclear Fission
Unlocks new researches: None - no tech-tree below it.