WNES8: Galactic Civilizations
Story: http://www.galciv2.com/story.aspx
The time now however is 2150, the Drath have just showed themselves to be the former inhabitants of Altaria whose inhabitants shockingly resemble humans in looks and DNA. The Terrain hyperdrive and fusion technologies have spread across the galaxy and The race has just begun. Old and new empires are now striving to gain galactic control.
(The first 10 updates will be 5 years each, it being the time of “The Race” until 2200)
ECONOMY:
Economy is based on the number of planets in your possession and their level of development. Worlds produce BC(billion credits) for you to use much as PPs or gold in other NESes
There are 5 levels of development:
Minimal(1 BC): primarily used for mining and resource gathering. Pop <100 million. Small square on map.
Small(3BC): Basic industries begin to develop. Population <1 billion. Small circle on map.
Moderate (5BC): Commerce and industry start burgeoning. Population <8 billion. Medium square on map.
Large(7BC): Industrial and Commercial centers begin to dominate the planet. Population <15 Billion. Large circle on map.
Gigantic(10BC): Industrial and Commercial centers make up majority of the planets surface. Pop 15+ Bil. Large Square on Map.
It costs the next level’s income plus the current level’s income to achieve the next level. So for example you want to go from a moderate to large world. 5+7 = 12 BC cost.
COLONIZATION
To create a minimal world in your command, you need to either 1) conquer it from a foe or 2) colonize it. To colonize a world you need to create a colonization ship, which costs 2 BC. You must then allow it to travel to the world you want it to go to. Make sure to protect it, as they’re highly venerable otherwise (since they can be seen on the map, they can be intercepted). Once they arrive it will take yet another turn before the planet has been colonized and must be protected during this time. After this your planet will now be class minimal with some production going to you.
At first you may only set up colonies to be small in size, you will have to invest in terraformation to grow them. Please Note: Your homeworld is not effected by this rule, so go ahead and make those suckers gigantic
MILITARY:
Your military is based on 1 thing: your space fleet. At the beginning not many options are open to you, later in the game things will change however. Your space fleet is composed of the following classes of ships:
Fighter: Requires Tiny Ship Chassis - 5 nodes. | Base hp = 1. | Base cost = .1 BC
Heavy Fighter: Requires Tiny Ship Chassis. - 8 nodes.| Base hp = 2 | Base Cost = .2 BC
Frigate: Requires small ship chassis - 14 nodes.| Base hp = 4. | Base Cost = .4 BC
Destroyer: Requires medium ship chassis - 20 nodes.| Base hp = 7. | Base cost = .7 BC
Cruiser: Requires Large Ship chassis - 28 nodes. | Base hp = 10. | Base Cost = 1 BC
Battleship: Requires Very large Ship Chassis - 36 nodes.| Base hp = 15 | Base Cost = 1.5 BC
Dreadnaught: Requires Gigantic Ship Chassis - 45 nodes. | Base hp = 25.| base cost = 2.5 BC
You are responsible for designing ships. The Nodes represent how much space each design of your ship can handle. For example an early hyperdrive takes up 2 nodes. There is a list of nodes further down.
Each ship once completed will gain an Attack rating and a Defense rating. The attack rating is a number between 1 and 100 which means how often(%-wise) it will hit an enemy ship. The defense rating is also a number between 1 and 100 which represents by how much the opposing attacker’s attack will be reduced by. To simulate the ability to out maneuver their larger foes, every ship will gain an automatic 5 defense for being 1 class below the opposing ship(up to 30 defense for fighter v dreadnaught)
There is also a Rate of Fire which means how many times the ship will fire in one turn.
In combat the ships will engage each other, you cat set in your orders which class of ships you will target first in combat(sometime sit will be more profitable to go after the larger ships, sometimes more to go after the smaller first). The attacking fleet will fire a volley, followed by the defending. Casualties are then removed from play and the next round begins.
Here is an example:
Fleet A is opposed by Fleet B. Fleet A has 2 fighters both with an Attack of 45 and Defense of 10 and a RoF of 1. Fleet B is one frigate with an attack of 60, a defense of 25 and a RoF of 2. Fleet A is attacking fleet B.
Both fighters now have a real attack of 20%(due to the frigates defense)
Fighter One: roll a 46 - miss/doesn’t penetrate shields.(needs a 20 or less)
Fighter Two: rolls a 15 - hit/penetrates shields.
Frigate A takes 1 damage, 3 hp remaining.
Frigate A now has a real attack of 40(60 -10 defense +10 bonus defense for size)
Frigate A fires twice: rolls a 55 and a 78. Two misses.
Turn 2:
Fighters: 11, 92. 1 hit. Frigate down to 2 hp.
Frigate: 33, 2. 2 hits, both fighters destroyed.
The frigate now has 2 hp left and will need to go to a starbase to repair.
FLEETS:
You will only be able to consolidate your ships into fleets, which may come to be any size. Fleets will be represented by a number on the map, and then in your stats it will list what ships are In the fleet.
CONQUERING WORLDS:
To conquer a world, you will need to keep space supremacy in the system for an entire turn, and then it will fall to you. In systems with more than 1 world, you will have to fight world by world (from least productive to most). So a 2 world system will take 2 turns to conquer. If the enemy can retake the sector mid-turn(during the update) then your conquest fails and they retain the planet. Income from the planet still comes in the turn of the invasion to make things easier.
Example:
Turn 1: Fleet A of Nation 1 defeats Fleet B of nation 2 over System A.
Turn 2: Nation 1 retains control of space over system A, system A is conquered.
OR
Turn 2: Fleet C of nation 2 defeats Fleet A of nation 1 sparing system A of conquest by nation 1.
STARBASES:
Starbases are an important aspect to your empire. You may build up to 2 in any sector (considering there are no real borders, space stations could prove valuable in defining them). Although unavailable at the start, once researched they will provide 3 functions:
1) A military center for defense of systems
2) a rest, repair, and resupply center for ships. Ships need a starbase to repair.
3) Determine who owns what, especially in contested sectors. However since 2 star bases can exist in 1 sector, 2 civilizations may lay claim to one sector.
Starbases cost 3 BC to create. You may construct a starbase anywhere in your own, neutral, or disputed sectors. you must have a fleet in the sector when you build it. (so consider building early ships with no weapons as simply "constructor" ships.)
REPAIRS:
Ships will automatically repair up to 10 HP per turn as long as it’s fleet is in a sector with a starbase. You may “automatically” repair 10 HP for 1 BC. (So if you have 12 damage, and you can’t wait until next turn, spend 1 BC to repair)
BORDERS/CLAIMS:
Borders may be created on the map based on claims, treaties, and starbases. Claims go as such: every sector 1 sector from a system under your control. Making a 3 by 3 box with the system in the middle. When claims overlap a dispute is created. Disputes are created in only 1 way, a treaty. A treaty will establish who has the right to that sector. Disputes may also be settled by the United Planets(once formed). A de facto control can be created via a starbase before a treaty is signed.
Although seemingly superficial, it will be important to control the space in between systems, because it will determine who can move where. Opposing nations fleets will not be able to move through your borders without either 1) forming a treaty allowing such or 2) Declaring war. So once the initial rush of planet grabbing is finished, nations will be for the most part have control of space so movement will be limited. The gaps may be filled with a starbase, but are open to dispute as this may be considered a “international waters” of sorts.
TRADE ROUTES:
For 5BC you may form a trade route with another nation. The result is an income of 2BC per turn.
NODES:
WEAPONS:
Beam Weapons:
Laser: A=25. Space = 1 . | Cost = .2 BC
Plasma: A=35. Space = 2 |cost = .3 bc
Phasor. A=55. Space = 3 |cost = .4 bc
Disrupter. A=70. Space =5 |cost = .5 bc
Subspace Blaster A=90. Space =10 |cost = .6 bc
Mass Drivers:
MiniBall: A=20 Space = 1 | cost = .15 BC
MassDriver: A=30 Space =2 |cost = .25 BC
Graviton Driver: A=50 Space = 3 | cost = .35 BC
HyperdriveSpike Driver: A=65 Space = 4 | cost = .45 BC
Neutrino Driver: A=85 Space = 8 | cost=.55 BC
Missile Weapons
Stinger: A=30 Space = 1 | cost = .25 BC
Harpoon: A=40 Space = 2 | cost = .35 BC
Anti-Matter Torpedo: A= 60 Space = 4 | cost = .45 BC
Poitronic Torpedo: A=75 Space = 7 | cost = .55 BC
Blackhole Eruptor: A=100 Space = 12 | cost = .65 BC
DEFENSES:
you may only place 1 of each of the classes.
Armors:
Titanium: +5 defense 1 node | .2 BC
Duranthium: +10 defense 2 node | .4 BC
Tri-Strontium: +20 defense 4 node | cost = .6 BC
Kanvium: +25 defense 8 node | cost = .8 BC
Dualtheme: +30 defense 16 node | cost = 1 BC
Shield Defense:
Deflectors: +5 defense 1 node | cost = .2 BC
Shields: +10 defense 2 node | cost = .4 BC
Barriers: +20 defense 4 node | cost =.6 BC
Force Fields: +25 defense 8 node | cost = .8 BC
Invulnerability Field: +30 defense 16 node | cost = 1 BC
TRAVEL
Early Hyperdrive: 1 sector per turn - 2 nodes | cost = .3 BC
Advanced Hyperdrive: 2 sectors per turn - 1 nodes | cost =.4 BC
Early Warpdrive: 3 sectors per turn - 3 nodes | cost = .6 BC
Advanced Warpdrive - 4 sectors per turn - 2 nodes | cost = .7 BC
Early HyperWarp - 5 sectors per turn - 4 nodes | cost = .9 BC
Advanced Hyperwarp - 6 sectors per turn - 3 nodes | cost = 1 BC
SENSORS: (1 of each Basic/Advanced group allowed)
Basic Sensor: +5 A all weapons, +5 D 1 node | cost =.2 BC
Advanced Sensor. +10 A all weapons, +10 D. 2 node | cost = .3 BC
Basic Targeting Scanners: All weapons: +5 A. 2 node | cost =.1 BC
Advanced Targeting Scanners: All weapons: +10 A. 3 node | cost =.2 BC
Short-Range Scanners.+5 D 2 nodes | cost =.1 BC
Long-Range Scanners: +10 D. 3 nodes | cost =.2 bc
Miscellaneous:
Space Marines: Gives a 5% chance a ship that was “destroyed” by this ship will be boarded and captured at 1 hp. 10 nodes. Cost = .5 BC
TECHNOLOGY
Not only is there a race to gain control of the galaxy’s planets, but to develop the galaxy’s most advanced technologies. Technologies are split into the following:
SOCIAL: (must be done in order)
Xeno Communications: Gain contact with all races(can’t communicate yet) - 3 BC
Universal Translator: Gain the ability to talk to other races. - 5 BC
Diplomatic Relations: allow the creation of treaties - 5 BC
Galactic Trade: Allows creation of trade routes. - 5BC
United Planets: You join once researched. -1 BC
TRAVEL
Hyperdrive: Allows use of early hyperdrive node - 5 BC
Advanced Hyperdrive: Allows use of advanced hyperdrive node - 7 BC
Warp Drive: Allows use of early warp drive node - 10 BC
Advanced Warp Drive: Allows use of Advanced warp drive node -13 BC
HyperWarp: Allows use of Hyperwarp node - 16 BC
Advanced Hyperwarp: Allows use of Advanced hyperwarp node - 20 BC
ENGINEERING:
Zeno-Engineering: Opens up of Logistics and Ship Building lines, and the following 2 techs: -5 BC
-Space Militarization: Opens up Weapons, Defenses and Starbase lines. -5 BC
-Xeno Research: Opens up Sensor and Terraforming lines. -3 BC
LOGISTICS:
Basic: Allows a total of 3 fleets -5 BC
Enhanced: Allows a total of 5 fleets -8 BC
Advanced: Allows a total of 7 fleets - 14 BC
Expert: Allows a total of 9 fleets -20 BC
SHIP-BUILDING:
Basic: Allows creation of colony ships and tiny ships. -1 BC
Advanced Hulls: Allows small ships -5 BC
Superior Hulls: Allows medium ships -10 BC
Reinforced Hulls: Allows Large Ships -15 BC
Hardened Hulls: Allows very large ships -20 BC
Master hulls: Allows Gigantic ships -25 BC
WEAPONS:
Beam Weapon Theory: Opens up the following line: -3 BC
Lasers: opens up Laser node. -5 BC
Plasma: opens up Plasma node - 8 BC
Phasors: Opens up Phasor node -13 BC
Disruptors: Opens up Disruptor node -17 BC
Subspace Blasters: Opens up subspace Blaster node -20 BC
Mass Driver Theory: Opens up the following line: -2 BC
MiniBalls: Opens up MiniBalls node -4 BC
MassDriver: Opens up MassDriver node -6 BC
Graviton Driver: Opens up Graviton Driver node -10 BC
Hyperdrive Spike: Opens up Hyperdrive Spike node -15 BC
Neutrino Driver: Opens up Neutrino Driver Node. -18 BC
Missile Weapon Theory: Opens up the following line: -4 BC
Stinger: Opens up Stinger node -6 BC
Harpoon: Opens up Harpoon node -10 BC
Anti-Matter Torpedo: Opens up Anti-Matter Torpedo Node -15 BC
Poitronic Torpedo: Opens up Positronic Torpedo node - 18 BC
Blackhole Eruptor: Opens up Blackhole Eruptor node -22 BC
DEFENSES
Armor: opens up the following line -2 BC
Titanium: Opens up Titanium node -5 BC
Duranthium: Opens up Duranthium node -8 BC
Tri-Strontium: Opens up Tr-Strontium node -12 BC
Kanvium: Opens up Kanvium node -15 BC
Dualtheme: Opens up Dualtheme node -18 BC
Shields: opens up the following line: -3 BC
Deflectors: opens up Deflector node -7 BC
Shields: opens up Shields node -12 BC
Barriers: Opens up Barrier node -17 BC
Force Fields: Opens up force field node -20 BC
Invulnerability Field: Opens up Invulnerability node. -23 BC
STARBASES:
Starbase Basics: Allows construction of Starbases: provides repair duties only -3 BC
Starbase Defenses: Starbases acts as a 6 hp A=40, D=10 RoF=1 ship in battle. -6 BC
Starbase Mobilization: Starbases act as a 9 hp A=50 D=15 RoF=2 ship in battle -9BC
Starbase Projection: Starbases act as a 12 hp A=70 D=20 RoF=3 ship in battle. -14 BC
Superior Starbase Defense Systems: Starbases act as a 17 hp A=85 D=25 RoF=5 ship in battle. -17 BC
SENSORS: You may research any basic->advance line once Xeno Research is finished
Basic Sensors: Opens basic senors node -3 bc
-Advanced Sensors: Opens Advanced sensors node -5 bc
Basic Targeting Systems: Opens up Basic targeting system node -3 bc
-Advanced Targeting Systems: Opens up Advanced targeting system node -5 bc
Short-Range Scanners: Opens up Short Scanners node -3 bc
-Long-Range Scanners: Opens up Long Scanners node. -5 bc
TERRAFORMATION: Requires Xeno Research
Soil Enhancement: Allows planets to upgrade to medium colonies. 8 BC
Habitat Improvement: Allows planets to be upgraded to large Colonies 13 BC
Terraforming: Allows planets to be upgraded to gigantic colonies 18 BC
Story: http://www.galciv2.com/story.aspx
The time now however is 2150, the Drath have just showed themselves to be the former inhabitants of Altaria whose inhabitants shockingly resemble humans in looks and DNA. The Terrain hyperdrive and fusion technologies have spread across the galaxy and The race has just begun. Old and new empires are now striving to gain galactic control.
(The first 10 updates will be 5 years each, it being the time of “The Race” until 2200)
ECONOMY:
Spoiler :
Economy is based on the number of planets in your possession and their level of development. Worlds produce BC(billion credits) for you to use much as PPs or gold in other NESes
There are 5 levels of development:
Minimal(1 BC): primarily used for mining and resource gathering. Pop <100 million. Small square on map.
Small(3BC): Basic industries begin to develop. Population <1 billion. Small circle on map.
Moderate (5BC): Commerce and industry start burgeoning. Population <8 billion. Medium square on map.
Large(7BC): Industrial and Commercial centers begin to dominate the planet. Population <15 Billion. Large circle on map.
Gigantic(10BC): Industrial and Commercial centers make up majority of the planets surface. Pop 15+ Bil. Large Square on Map.
It costs the next level’s income plus the current level’s income to achieve the next level. So for example you want to go from a moderate to large world. 5+7 = 12 BC cost.
COLONIZATION
Spoiler :
To create a minimal world in your command, you need to either 1) conquer it from a foe or 2) colonize it. To colonize a world you need to create a colonization ship, which costs 2 BC. You must then allow it to travel to the world you want it to go to. Make sure to protect it, as they’re highly venerable otherwise (since they can be seen on the map, they can be intercepted). Once they arrive it will take yet another turn before the planet has been colonized and must be protected during this time. After this your planet will now be class minimal with some production going to you.
At first you may only set up colonies to be small in size, you will have to invest in terraformation to grow them. Please Note: Your homeworld is not effected by this rule, so go ahead and make those suckers gigantic

MILITARY:
Spoiler :
Your military is based on 1 thing: your space fleet. At the beginning not many options are open to you, later in the game things will change however. Your space fleet is composed of the following classes of ships:
Fighter: Requires Tiny Ship Chassis - 5 nodes. | Base hp = 1. | Base cost = .1 BC
Heavy Fighter: Requires Tiny Ship Chassis. - 8 nodes.| Base hp = 2 | Base Cost = .2 BC
Frigate: Requires small ship chassis - 14 nodes.| Base hp = 4. | Base Cost = .4 BC
Destroyer: Requires medium ship chassis - 20 nodes.| Base hp = 7. | Base cost = .7 BC
Cruiser: Requires Large Ship chassis - 28 nodes. | Base hp = 10. | Base Cost = 1 BC
Battleship: Requires Very large Ship Chassis - 36 nodes.| Base hp = 15 | Base Cost = 1.5 BC
Dreadnaught: Requires Gigantic Ship Chassis - 45 nodes. | Base hp = 25.| base cost = 2.5 BC
You are responsible for designing ships. The Nodes represent how much space each design of your ship can handle. For example an early hyperdrive takes up 2 nodes. There is a list of nodes further down.
Each ship once completed will gain an Attack rating and a Defense rating. The attack rating is a number between 1 and 100 which means how often(%-wise) it will hit an enemy ship. The defense rating is also a number between 1 and 100 which represents by how much the opposing attacker’s attack will be reduced by. To simulate the ability to out maneuver their larger foes, every ship will gain an automatic 5 defense for being 1 class below the opposing ship(up to 30 defense for fighter v dreadnaught)
There is also a Rate of Fire which means how many times the ship will fire in one turn.
In combat the ships will engage each other, you cat set in your orders which class of ships you will target first in combat(sometime sit will be more profitable to go after the larger ships, sometimes more to go after the smaller first). The attacking fleet will fire a volley, followed by the defending. Casualties are then removed from play and the next round begins.
Here is an example:
Fleet A is opposed by Fleet B. Fleet A has 2 fighters both with an Attack of 45 and Defense of 10 and a RoF of 1. Fleet B is one frigate with an attack of 60, a defense of 25 and a RoF of 2. Fleet A is attacking fleet B.
Both fighters now have a real attack of 20%(due to the frigates defense)
Fighter One: roll a 46 - miss/doesn’t penetrate shields.(needs a 20 or less)
Fighter Two: rolls a 15 - hit/penetrates shields.
Frigate A takes 1 damage, 3 hp remaining.
Frigate A now has a real attack of 40(60 -10 defense +10 bonus defense for size)
Frigate A fires twice: rolls a 55 and a 78. Two misses.
Turn 2:
Fighters: 11, 92. 1 hit. Frigate down to 2 hp.
Frigate: 33, 2. 2 hits, both fighters destroyed.
The frigate now has 2 hp left and will need to go to a starbase to repair.
FLEETS:
Spoiler :
You will only be able to consolidate your ships into fleets, which may come to be any size. Fleets will be represented by a number on the map, and then in your stats it will list what ships are In the fleet.
CONQUERING WORLDS:
Spoiler :
To conquer a world, you will need to keep space supremacy in the system for an entire turn, and then it will fall to you. In systems with more than 1 world, you will have to fight world by world (from least productive to most). So a 2 world system will take 2 turns to conquer. If the enemy can retake the sector mid-turn(during the update) then your conquest fails and they retain the planet. Income from the planet still comes in the turn of the invasion to make things easier.
Example:
Turn 1: Fleet A of Nation 1 defeats Fleet B of nation 2 over System A.
Turn 2: Nation 1 retains control of space over system A, system A is conquered.
OR
Turn 2: Fleet C of nation 2 defeats Fleet A of nation 1 sparing system A of conquest by nation 1.
STARBASES:
Spoiler :
Starbases are an important aspect to your empire. You may build up to 2 in any sector (considering there are no real borders, space stations could prove valuable in defining them). Although unavailable at the start, once researched they will provide 3 functions:
1) A military center for defense of systems
2) a rest, repair, and resupply center for ships. Ships need a starbase to repair.
3) Determine who owns what, especially in contested sectors. However since 2 star bases can exist in 1 sector, 2 civilizations may lay claim to one sector.
Starbases cost 3 BC to create. You may construct a starbase anywhere in your own, neutral, or disputed sectors. you must have a fleet in the sector when you build it. (so consider building early ships with no weapons as simply "constructor" ships.)
REPAIRS:
Spoiler :
Ships will automatically repair up to 10 HP per turn as long as it’s fleet is in a sector with a starbase. You may “automatically” repair 10 HP for 1 BC. (So if you have 12 damage, and you can’t wait until next turn, spend 1 BC to repair)
BORDERS/CLAIMS:
Spoiler :
Borders may be created on the map based on claims, treaties, and starbases. Claims go as such: every sector 1 sector from a system under your control. Making a 3 by 3 box with the system in the middle. When claims overlap a dispute is created. Disputes are created in only 1 way, a treaty. A treaty will establish who has the right to that sector. Disputes may also be settled by the United Planets(once formed). A de facto control can be created via a starbase before a treaty is signed.
Although seemingly superficial, it will be important to control the space in between systems, because it will determine who can move where. Opposing nations fleets will not be able to move through your borders without either 1) forming a treaty allowing such or 2) Declaring war. So once the initial rush of planet grabbing is finished, nations will be for the most part have control of space so movement will be limited. The gaps may be filled with a starbase, but are open to dispute as this may be considered a “international waters” of sorts.
TRADE ROUTES:
Spoiler :
For 5BC you may form a trade route with another nation. The result is an income of 2BC per turn.
NODES:
WEAPONS:
Spoiler :
Beam Weapons:
Laser: A=25. Space = 1 . | Cost = .2 BC
Plasma: A=35. Space = 2 |cost = .3 bc
Phasor. A=55. Space = 3 |cost = .4 bc
Disrupter. A=70. Space =5 |cost = .5 bc
Subspace Blaster A=90. Space =10 |cost = .6 bc
Mass Drivers:
MiniBall: A=20 Space = 1 | cost = .15 BC
MassDriver: A=30 Space =2 |cost = .25 BC
Graviton Driver: A=50 Space = 3 | cost = .35 BC
HyperdriveSpike Driver: A=65 Space = 4 | cost = .45 BC
Neutrino Driver: A=85 Space = 8 | cost=.55 BC
Missile Weapons
Stinger: A=30 Space = 1 | cost = .25 BC
Harpoon: A=40 Space = 2 | cost = .35 BC
Anti-Matter Torpedo: A= 60 Space = 4 | cost = .45 BC
Poitronic Torpedo: A=75 Space = 7 | cost = .55 BC
Blackhole Eruptor: A=100 Space = 12 | cost = .65 BC
DEFENSES:
you may only place 1 of each of the classes.
Spoiler :
Armors:
Titanium: +5 defense 1 node | .2 BC
Duranthium: +10 defense 2 node | .4 BC
Tri-Strontium: +20 defense 4 node | cost = .6 BC
Kanvium: +25 defense 8 node | cost = .8 BC
Dualtheme: +30 defense 16 node | cost = 1 BC
Shield Defense:
Deflectors: +5 defense 1 node | cost = .2 BC
Shields: +10 defense 2 node | cost = .4 BC
Barriers: +20 defense 4 node | cost =.6 BC
Force Fields: +25 defense 8 node | cost = .8 BC
Invulnerability Field: +30 defense 16 node | cost = 1 BC
TRAVEL
Spoiler :
Early Hyperdrive: 1 sector per turn - 2 nodes | cost = .3 BC
Advanced Hyperdrive: 2 sectors per turn - 1 nodes | cost =.4 BC
Early Warpdrive: 3 sectors per turn - 3 nodes | cost = .6 BC
Advanced Warpdrive - 4 sectors per turn - 2 nodes | cost = .7 BC
Early HyperWarp - 5 sectors per turn - 4 nodes | cost = .9 BC
Advanced Hyperwarp - 6 sectors per turn - 3 nodes | cost = 1 BC
SENSORS: (1 of each Basic/Advanced group allowed)
Spoiler :
Basic Sensor: +5 A all weapons, +5 D 1 node | cost =.2 BC
Advanced Sensor. +10 A all weapons, +10 D. 2 node | cost = .3 BC
Basic Targeting Scanners: All weapons: +5 A. 2 node | cost =.1 BC
Advanced Targeting Scanners: All weapons: +10 A. 3 node | cost =.2 BC
Short-Range Scanners.+5 D 2 nodes | cost =.1 BC
Long-Range Scanners: +10 D. 3 nodes | cost =.2 bc
Miscellaneous:
Spoiler :
Space Marines: Gives a 5% chance a ship that was “destroyed” by this ship will be boarded and captured at 1 hp. 10 nodes. Cost = .5 BC
TECHNOLOGY
Not only is there a race to gain control of the galaxy’s planets, but to develop the galaxy’s most advanced technologies. Technologies are split into the following:
SOCIAL: (must be done in order)
Spoiler :
Xeno Communications: Gain contact with all races(can’t communicate yet) - 3 BC
Universal Translator: Gain the ability to talk to other races. - 5 BC
Diplomatic Relations: allow the creation of treaties - 5 BC
Galactic Trade: Allows creation of trade routes. - 5BC
United Planets: You join once researched. -1 BC
TRAVEL
Spoiler :
Hyperdrive: Allows use of early hyperdrive node - 5 BC
Advanced Hyperdrive: Allows use of advanced hyperdrive node - 7 BC
Warp Drive: Allows use of early warp drive node - 10 BC
Advanced Warp Drive: Allows use of Advanced warp drive node -13 BC
HyperWarp: Allows use of Hyperwarp node - 16 BC
Advanced Hyperwarp: Allows use of Advanced hyperwarp node - 20 BC
ENGINEERING:
Spoiler :
Zeno-Engineering: Opens up of Logistics and Ship Building lines, and the following 2 techs: -5 BC
-Space Militarization: Opens up Weapons, Defenses and Starbase lines. -5 BC
-Xeno Research: Opens up Sensor and Terraforming lines. -3 BC
LOGISTICS:
Spoiler :
Basic: Allows a total of 3 fleets -5 BC
Enhanced: Allows a total of 5 fleets -8 BC
Advanced: Allows a total of 7 fleets - 14 BC
Expert: Allows a total of 9 fleets -20 BC
SHIP-BUILDING:
Spoiler :
Basic: Allows creation of colony ships and tiny ships. -1 BC
Advanced Hulls: Allows small ships -5 BC
Superior Hulls: Allows medium ships -10 BC
Reinforced Hulls: Allows Large Ships -15 BC
Hardened Hulls: Allows very large ships -20 BC
Master hulls: Allows Gigantic ships -25 BC
WEAPONS:
Spoiler :
Beam Weapon Theory: Opens up the following line: -3 BC
Lasers: opens up Laser node. -5 BC
Plasma: opens up Plasma node - 8 BC
Phasors: Opens up Phasor node -13 BC
Disruptors: Opens up Disruptor node -17 BC
Subspace Blasters: Opens up subspace Blaster node -20 BC
Mass Driver Theory: Opens up the following line: -2 BC
MiniBalls: Opens up MiniBalls node -4 BC
MassDriver: Opens up MassDriver node -6 BC
Graviton Driver: Opens up Graviton Driver node -10 BC
Hyperdrive Spike: Opens up Hyperdrive Spike node -15 BC
Neutrino Driver: Opens up Neutrino Driver Node. -18 BC
Missile Weapon Theory: Opens up the following line: -4 BC
Stinger: Opens up Stinger node -6 BC
Harpoon: Opens up Harpoon node -10 BC
Anti-Matter Torpedo: Opens up Anti-Matter Torpedo Node -15 BC
Poitronic Torpedo: Opens up Positronic Torpedo node - 18 BC
Blackhole Eruptor: Opens up Blackhole Eruptor node -22 BC
DEFENSES
Spoiler :
Armor: opens up the following line -2 BC
Titanium: Opens up Titanium node -5 BC
Duranthium: Opens up Duranthium node -8 BC
Tri-Strontium: Opens up Tr-Strontium node -12 BC
Kanvium: Opens up Kanvium node -15 BC
Dualtheme: Opens up Dualtheme node -18 BC
Shields: opens up the following line: -3 BC
Deflectors: opens up Deflector node -7 BC
Shields: opens up Shields node -12 BC
Barriers: Opens up Barrier node -17 BC
Force Fields: Opens up force field node -20 BC
Invulnerability Field: Opens up Invulnerability node. -23 BC
STARBASES:
Spoiler :
Starbase Basics: Allows construction of Starbases: provides repair duties only -3 BC
Starbase Defenses: Starbases acts as a 6 hp A=40, D=10 RoF=1 ship in battle. -6 BC
Starbase Mobilization: Starbases act as a 9 hp A=50 D=15 RoF=2 ship in battle -9BC
Starbase Projection: Starbases act as a 12 hp A=70 D=20 RoF=3 ship in battle. -14 BC
Superior Starbase Defense Systems: Starbases act as a 17 hp A=85 D=25 RoF=5 ship in battle. -17 BC
SENSORS: You may research any basic->advance line once Xeno Research is finished
Spoiler :
Basic Sensors: Opens basic senors node -3 bc
-Advanced Sensors: Opens Advanced sensors node -5 bc
Basic Targeting Systems: Opens up Basic targeting system node -3 bc
-Advanced Targeting Systems: Opens up Advanced targeting system node -5 bc
Short-Range Scanners: Opens up Short Scanners node -3 bc
-Long-Range Scanners: Opens up Long Scanners node. -5 bc
TERRAFORMATION: Requires Xeno Research
Spoiler :
Soil Enhancement: Allows planets to upgrade to medium colonies. 8 BC
Habitat Improvement: Allows planets to be upgraded to large Colonies 13 BC
Terraforming: Allows planets to be upgraded to gigantic colonies 18 BC