Area | Points | Level | Benefits |
Power Plant | 0 | 1 |
- Chemical Power Plant
- Atomic Power Plant available
- Fusion Power Plant available
- Large Fusion Power Plant available
- Anti-Matter Power Plant available
- Large Anti-Matter Power Plant available
- Ultimate Power Plant available
|
Jump Drive | 0 | 1 |
- Jump-A block
- Jump-B block
- Jump-C block
- Jump-D block
- Jump-E block
- Jump-F block
- Jump-G block
- Jump-H block
|
Maneuver Drive | 0 | 1 |
- Maneuver-A block
- Maneuver-B block
- Maneuver-C block
- Maneuver-D block
- Maneuver-E block
- Maneuver-F block
- Maneuver-G block
- Maneuver-H block
|
Communications | 0 | 1 |
- Communication Range of 1 hex
- Communication Range of 2 hexes
- Communication Range of 3 hexes
- Communication Range of 4 hexes
- Communication Range of 5 hexes
- Communication Range of 6 hexes
- Communication Range of 7 hexes
- Map-wide communication Range
|
Ship Size | 0 | 1 |
- Ships up to size 10 can be built
- Ships up to size 20 can be built
- Ships up to size 30 can be built
- Ships up to size 40 can be built
- Ships up to size 60 can be built
- Ships up to size 80 can be built
- Ships up to size 100 can be built
- Ships up to size 150 can be built
- Ships of any size can be built
|
Planetary Defences | 0 | 1 |
- Marine companies can be purchased
- Marine companies armed with hand lasers
- Marine companies armed with hand phasers. Space Bases may be constructed at any of your colonies. Space Bases must have a maneuver and jump speed of zero but their computer system has its technology level increased by one.
- Marine companies armed with hand plasma guns. Star Bases extend the owning empire's communications grid. The computer system of a star base has its technology level increased by one and then doubled.
- Marine companies armed with hand fusion guns
- Marine companies armed with hand particle accelerators
- Marine companies armed with hand meson guns
- Marine companies armed with hand anti-matter weapons. Suicide Planet Buster available. If a defender is about to lose their last marine company at a colony, the defender may destroy the planet instead (removing it and any ships around it from the game)
|
Weaponary | 0 | 1 |
- Shipborne Lasers Available
- Shipborne phasers available
- Shipborne Plasma Guns available
- Shipborne Fusion Guns available
- Spinal Mounted Particle Acccelerators available (Spinal Mounts occupy eight blocks and will operate until completely destroyed)
- Single Block Particle Accelerator avaialble
- Spinal Mounted Meson Guns available
- Single Block Meson Gun available
- Spinal Mounted Antimatter Guns available
- Single Block Antimatter Gun available
- Planet Busters available
|
Computers | 0 | 1 |
- Leve1 1 Computers
- Level 2 Computers
- Level 3 Computers
- Level 4 Computers
- Level 5 Computers
- Level 6 Computers
- Level 7 Computers
- Level 8 Computers
|
Ship Defences | 0 | 1 |
- Armour available
- Damage control centres available
- Shield Block available
- Fighter Bays Available. Each Bay occupies two blocks and can launch a single fighter during combat when the launching vessel is permitted to act. The fighter acts independently of its launching ship and has the equivalent of a single block of the best maneuver drive, computer system and ship weapon fitted to it.
- Improved Shields available
- Regenerating Shields available
- Reflecting Shield available
- Invulnerability Shield available. A ship fitted with an invulnerability shield takes no damage for one complete turn of space combat (after which it is destroyed).
|
Archaeology | 0 | 1 |
- Capital-to-capital communications available
- Predictor available
- Neural Net Block available
- Tractor Beam available
- Stasis Beam available
- High tech size 10 ship excavated and available for use. If its design is duplicated (i.e. the empire has all the relevant technologies) the first example built will not have its cost doubled
|