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One Unit of Light Infantry is roughly 8,000 Troops
One Unit of Heavy Infantry is roughly 5,000 Troops
One Unit of Marine Infantry is roughly 8,000 Troops
One Unit of Conscript Infantry is roughly 10,000 Troops
One Unit of Garrison Infantry is roughly 5,000 Troops
One Light Tank Unit is roughly 250 Light Tanks
One Heavy Tank Unit is roughly 250 Heavy Tanks
One Terrestrial Carrier Vehicle Unit is roughly 1,000 Vehicles
One Aeronautical Carrier Vehicle Unit is roughly 8000 Vehicles
One Close-Air Support Fighter unit is roughly 200 Fighters
One Bomber Craft Unit is roughly 100 Bombers
One Heavy Fighter Unit is roughly 150 Fighters
One Light Fighter Unit is roughly 200 Fighters
One Fighter Starcraft Unit is roughly 100 Fighters
One Heavy Starcraft Unit is roughly 50 Fighters
One Marine Carrier Starcraft is roughly 200 Carriers
Starships are all one starship per one unit
Infantry
Basic Infantry: 1 Energy per unit, .5 Energy per turn upkeep
Light Infantry: .5 Energy per unit, 1 Energy per turn upkeep
Heavy Infantry: 2 Energy per unit, 1 Energy per turn upkeep
Marine Infantry: 3 Energy per unit, 1 Energy per turn upkeep
Conscript Infantry: .5 Energy per unit, .25 Energy per turn upkeep
Garrison Infantry: 1 Energy per unit, 0 Energy per turn upkeep (these units aren't very good in combat, best to reserve these for defending forts, as the defense bonus plays a role)
In-Athmosphere Vehicles
Light Tank Unit: 3 Energy per unit, 1 Energy per turn upkeep
Heavy Tank Unit: 5 Energy per unit, 2 Energy per turn upkeep
Terrestrial Carrier Vehicle: 2 Energy per unit, 1 Energy per turn upkeep
Aeronautical Carrier Vehicle: 3 Energy per unit, 2 Energy per turn upkeep
Close-Air Support Fighter: 4 Energy per unit, 2 Energy per turn upkeep
Bombercraft: 5 Energy per unit, 3 Energy per turn upkeep
Heavy Fighter: 5 Energy per unit, 4 Energy per turn upkeep
Light Fighter: 3 Energy per unit, 2 Energy per turn upkeep
Extra-Terrestrial Vehicles
Fighter Starcraft: 3 Energy per unit, 1 Energy per turn upkeep
Heavy Starcraft: 4 Energy per unit, 2 Energy per turn upkeep
Marine Carrier Starcraft: 1 Energy per unit, 1 Energy per turn upkeep
Striker Starship: 5 Energy per unit, 3 Energy per turn upkeep
Dreadnought Starship: 6 Energy per unit, 3 Energy per turn upkeep
Heavy Battlestarship: 10 Energy per unit, 5 Energy per turn upkeep
Super Battlestarship: 15 Energy per unit, 10 Energy per turn upkeep
Defenses
Standard Terrestrial Fort: 1 Energy per fort, 0 upkeep, comes with 1 unit of Garrison Infantry, holds up to 5 units of Garrison Infantry
Large Terrestrial Fort: 2 Energy per fort, 1 Upkeep, comes with 2 units of Garrison Infantry, can hold up to 10 Units of Garrison Infantry
Extra-Terrestrial Military Base: 5 Energy per base, 2 Energy per turn upkeep, comes with 1 Unit of Garrison Security, holds up to 10 Ships of any size, and 10 Units of any Infantry, and 10 Vehicles of any type.
Leaders
One General: costs 5 Energy per General, 0 Upkeep, Star count is determined by an Admin roll
One Admiral: costs 5 Energy per General, 0 upkeep, Star count is determined by an Admin roll
Class M Planets have a limit of 5 Building slots
Class J Planets have a limit of 5 Building slots
Factories
Manufactory: Requires class K or M planet, costs 10,000 Credits, yields 5,000 per turn.
Multi-Residence complex: Requires class M planet, costs 5,000 Credits, allows you to further colonize planets.
Deep core mining facility: Requires class K planet, costs 20,000 Credits, yields 10,000 per turn
Orbital Shipyard: any class of planet, costs 35,000 Credits, allows you to build ships
Armory: requires class K or M planet, costs 5,000 Credits, allows you to raise armies.
Mineral Processing Plant: Requires class K planet, costs 35,000 Credits, yields 15,000 per turn
Mass Energy Plant: requires Class J planet, costs 50,000 Credits, creates 5 Energy per turn
Mass Solar Energy Plant: Requires Hydrogen based sun, costs 75,000 Credits, creates 10 Energy Per turn
Trans-Systemic Trade post: Requires any class planet, costs 15,000 Credits, yields 2,000 per turn, allows you to trade with other factions
Commerce
Basic Trade: Requires Trans-Systemic Trade Post, Yields 5,000 Base for both parties
Government-Enforced Trade: Requires one merchant navy, and the Trans-Systemic Trade post, yields 10,000 base for both parties.
Economy: +10,000
New Economy: 15,000