What unlocks what and what needs what — the full path to any object.
Technologies
Metallurgy+1.2% metal output per level.Needs:LaboratoryCrystallography+1.2% crystal output per level.Needs:Laboratory 2Hydro synthesis+1.2% deuterium output per level.Needs:Laboratory 3Energy grid+2% energy output per level.Needs:LaboratoryRefiningLess slag in the refinery. Needs the refinery itself.Needs:Laboratory 4RefineryGravitonicsA key, not a ladder: one level, unlocks access.Needs:Laboratory 8Astro-engineeringEach level is one more colony slot.Needs:Laboratory 6Weapon systems+3% damage to every ship and defence per level.Needs:Laboratory 4Shield generators−2.5% incoming damage to the whole fleet per level.Needs:Laboratory 6Armour alloys+3% hull on every ship and defence per level.Needs:Laboratory 2Combustion drive+10% speed for freighters, probes, interceptors. Less fuel.Needs:LaboratoryImpulse drive+15% speed for bombers, corvettes, colonisers.Needs:Laboratory 2Hyperdrive+20% speed for battleships and carriers. Priciest entry.Needs:Laboratory 7GravitonicsComputing+1 fleet slot per level, cap 9. How many operations you can run at once.Needs:Laboratory 2Recon technologyCancels enemy counter-intelligence level for level: a sharper report and fewer probes shot down. Before it, defence had no opponent.Needs:Laboratory 3
Ships
FreighterHold 5000. Carries resources, does not fight.Needs:ShipyardRecyclerCollects debris from orbit. Does not fight.Needs:ShipyardHeavy transportHold 25000. Costs 18% more per unit of hold: you pay in resources, you save attention.Needs:ShipyardSolar satellite30 energy, cheaper than the plant from its 8th level. Dies in combat with the whole grid.Needs:ShipyardBreakerThe only ship able to destroy a moon. Two outcomes and no third: the moon is gone and the breakers return, or the breakers are lost. The chance follows the moon size.Needs:ShipyardColoniserFounds a colony and is consumed.Needs:ShipyardProbeScouting. Fast, fragile, cheap.Needs:ShipyardInterceptorBeats bombers. Falls to support corvettes.Needs:ShipyardBomberBeats battleships. Falls to interceptors.Needs:ShipyardBattleshipBeats carriers. Falls to bombers.Needs:ShipyardCarrierBeats support corvettes. Falls to battleships.Needs:ShipyardSupport corvetteBeats interceptors. Falls to carriers.Needs:Shipyard
Missiles
Interplanetary missileTakes 2 slots. Breaks enemy defences, cheapest first. Never comes back.Needs:ShipyardRaketensiloAnti-ballistic missileTakes 1 slot. Stops exactly one incoming missile — no dice roll involved.Needs:ShipyardRaketensilo
Buildings
Metal mineCore output. Metal is needed everywhere.Needs:Nothing: build it right awayCrystal quarryCrystal: electronics, machinery, ships.Needs:Nothing: build it right awayDeuterium synthesiserFleet fuel and building upkeep.Needs:Nothing: build it right awaySolar plantEnergy. In deficit the mines fall back to the bare minimum.Needs:Nothing: build it right awayFusion plantLots of energy, but eats deuterium.Needs:Nothing: build it right awayStorageCapacity. Past the cap output drops, then stops.Needs:Nothing: build it right awayLaboratoryUnlocks research. Level sets how deep it goes.Needs:Nothing: build it right awayRefineryMetal and crystal into alloys. Pays in energy.Needs:Nothing: build it right awayColliderDeuterium into antimatter. The hungriest building.Needs:Nothing: build it right awayShipyardLets you build ships.Needs:Nothing: build it right awayTurretCheap defence. Level equals the number of turrets.Needs:Nothing: build it right awayBattle platformHeavy defence against large ships.Needs:Nothing: build it right awayBastionDurable support defence.Needs:Nothing: build it right awayPlanetary shieldStrengthens the whole planetary defence.Needs:Nothing: build it right awayMinefieldFires before round one and is spent entirely.Needs:Nothing: build it right awayCounter-intelligenceSpoils enemy scans and downs probes.Needs:Nothing: build it right awaySensorphalanxNur auf dem Mond. Reichweite Stufe²−1 Systeme: fremde Flotten werden sichtbar.Needs:The phalanx is moon-only, and a moon is born from a large debris field after a battle.RaketensiloJe Stufe 10 Plätze und 5·Stufe−1 Systeme Reichweite. Raketen brechen Verteidigung, Abfangraketen stoppen sie.Needs:Nothing: build it right awayLunar baseEach level adds 15 fields to the moon. The only way to get room there.Needs:Nothing: build it right awayJump gateInstant fleet transfer between your own moons. Shared cooldown, no cargo.Needs:Nothing: build it right awayTerraformerThe only way to add fields to a planet: five per level, one taken by the machine itself. Deliberately costly - space is usually cheaper in a new colony.Needs:Nothing: build it right awayRepair dockRestores part of your own fleet lost defending this planet: 6% per level, capped at 50%. Never helps the attacker.Needs:Nothing: build it right away