Clod

Technologies

Metallurgy Metallurgy +1.2% metal output per level. Needs: Laboratory
Crystallography Crystallography +1.2% crystal output per level. Needs: Laboratory 2
Hydro synthesis Hydro synthesis +1.2% deuterium output per level. Needs: Laboratory 3
Energy grid Energy grid +2% energy output per level. Needs: Laboratory
Refining Refining Less slag in the refinery. Needs the refinery itself. Needs: Laboratory 4Refinery
Gravitonics Gravitonics A key, not a ladder: one level, unlocks access. Needs: Laboratory 8
Astro-engineering Astro-engineering Each level is one more colony slot. Needs: Laboratory 6
Weapon systems +3% damage to every ship and defence per level. Needs: Laboratory 4
Shield generators −2.5% incoming damage to the whole fleet per level. Needs: Laboratory 6
Armour alloys +3% hull on every ship and defence per level. Needs: Laboratory 2
Combustion drive +10% speed for freighters, probes, interceptors. Less fuel. Needs: Laboratory
Impulse drive +15% speed for bombers, corvettes, colonisers. Needs: Laboratory 2
Hyperdrive +20% speed for battleships and carriers. Priciest entry. Needs: Laboratory 7Gravitonics
Computing +1 fleet slot per level, cap 9. How many operations you can run at once. Needs: Laboratory 2
Recon technology Cancels enemy counter-intelligence level for level: a sharper report and fewer probes shot down. Before it, defence had no opponent. Needs: Laboratory 3

Ships

Freighter Freighter Hold 5000. Carries resources, does not fight. Needs: Shipyard
Recycler Collects debris from orbit. Does not fight. Needs: Shipyard
Heavy transport Hold 25000. Costs 18% more per unit of hold: you pay in resources, you save attention. Needs: Shipyard
Solar satellite 30 energy, cheaper than the plant from its 8th level. Dies in combat with the whole grid. Needs: Shipyard
Breaker The 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: Shipyard
Coloniser Coloniser Founds a colony and is consumed. Needs: Shipyard
Probe Probe Scouting. Fast, fragile, cheap. Needs: Shipyard
Interceptor Interceptor Beats bombers. Falls to support corvettes. Needs: Shipyard
Bomber Bomber Beats battleships. Falls to interceptors. Needs: Shipyard
Battleship Battleship Beats carriers. Falls to bombers. Needs: Shipyard
Carrier Carrier Beats support corvettes. Falls to battleships. Needs: Shipyard
Support corvette Support corvette Beats interceptors. Falls to carriers. Needs: Shipyard

Missiles

Interplanetary missile Takes 2 slots. Breaks enemy defences, cheapest first. Never comes back. Needs: ShipyardRaketensilo
Anti-ballistic missile Takes 1 slot. Stops exactly one incoming missile — no dice roll involved. Needs: ShipyardRaketensilo

Buildings

Metal mine Metal mine Core output. Metal is needed everywhere. Needs: Nothing: build it right away
Crystal quarry Crystal quarry Crystal: electronics, machinery, ships. Needs: Nothing: build it right away
Deuterium synthesiser Deuterium synthesiser Fleet fuel and building upkeep. Needs: Nothing: build it right away
Solar plant Solar plant Energy. In deficit the mines fall back to the bare minimum. Needs: Nothing: build it right away
Fusion plant Fusion plant Lots of energy, but eats deuterium. Needs: Nothing: build it right away
Storage Storage Capacity. Past the cap output drops, then stops. Needs: Nothing: build it right away
Laboratory Laboratory Unlocks research. Level sets how deep it goes. Needs: Nothing: build it right away
Refinery Refinery Metal and crystal into alloys. Pays in energy. Needs: Nothing: build it right away
Collider Collider Deuterium into antimatter. The hungriest building. Needs: Nothing: build it right away
Shipyard Shipyard Lets you build ships. Needs: Nothing: build it right away
Turret Turret Cheap defence. Level equals the number of turrets. Needs: Nothing: build it right away
Battle platform Battle platform Heavy defence against large ships. Needs: Nothing: build it right away
Bastion Bastion Durable support defence. Needs: Nothing: build it right away
Planetary shield Planetary shield Strengthens the whole planetary defence. Needs: Nothing: build it right away
Minefield Minefield Fires before round one and is spent entirely. Needs: Nothing: build it right away
Counter-intelligence Counter-intelligence Spoils enemy scans and downs probes. Needs: Nothing: build it right away
Sensorphalanx Nur 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.
Raketensilo Je Stufe 10 Plätze und 5·Stufe−1 Systeme Reichweite. Raketen brechen Verteidigung, Abfangraketen stoppen sie. Needs: Nothing: build it right away
Lunar base Each level adds 15 fields to the moon. The only way to get room there. Needs: Nothing: build it right away
Jump gate Instant fleet transfer between your own moons. Shared cooldown, no cargo. Needs: Nothing: build it right away
Terraformer The 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 away
Repair dock Restores 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