Facilities
In this table you can see different colors which represents different levels:
For example:
The level 1 research center generates 500 research points each turn, cost 1500 minerals and the level 1 applied research technology needed for able to build it.
The level 2 research center generates 600 research points each turn, cost 2000 minerals and the level 2 applied research technology needed for able to build it.
The level 3 research center generates 700 research points each turn, cost 2500 minerals and the level 3 applied research technology needed for able to build it.
| Facilities | |||||
| Name | Picture | Cost | Technology | Description | Ability |
|---|---|---|---|---|---|
| Research Center I II III | ![]() |
1500 2000 2500
0
0 |
Applied Research I II III | High-Tech researching facility which develops new technology for a society. | Generates 500 600 700 research points each turn. |
| Intelligence Center I II III | ![]() |
1500 2000 2500
0
0 |
Applied Intelligence I II III | Large intelligence gathering organization. | Generates 500 600 700 intelligence points each turn. |
| Space Port | ![]() |
6000
0
0 |
Cargo I | Facility which processes all generated resources in its system and makes them available for the empire. | Acts as a spaceport for this system. |
| Space Yard Facility I II III | ![]() |
10000
0
0 |
Space Yards I II III | Large construction facility which allows the construction of ships in space. |
Can construct with 2000 2500 3000 minerals/organics/radioactives per turn. Can repair 5 components per turn. |
| Resupply Depot | ![]() |
6000
0
0 |
Resupply I | Resupplies any ships which move through the sector it occupies. | Can generate unlimited supplies each turn for ships. |
| Mineral Miner Facility I II III | ![]() |
1500 2000 2500
0
0 |
Minerals Extraction I II III | Large scale planet processor which mines minerals from the deepest layers. | Mines 800 900 1000 minerals each turn. |
| Organics Farm Facility I II III | ![]() |
1500 2000 2500
0
0 |
Organics Extraction I II III | Biological growing facility which generates organic materials from a planet's surface. | Grows 800 900 1000 organics each turn. |
| Radioactives Extraction Facility I II III | ![]() |
1500 2000 2500
0
0 |
Radioactives Extraction I II III | Large fusion reactors which process a planet's ore to generate refined high-energy materials. | Extracts 800 900 1000 radioactives each turn. |
| Monolith Facility I II III | ![]() |
10000
5000
5000 |
Stellar Manipulation I II III | Universal tool which can harvest all of a planet's resources. | Mines 500 700 900 minerals/organics/radioactives each turn. |
| Mineral Resource Storage I II III | ![]() |
2000
0
0 |
Cargo I II III | Large warehouses which store unused resources for an empire. | Can store 20000 30000 40000 minerals for an empire. |
| Organic Resource Storage I II III | ![]() |
2000
0
0 |
Cargo I II III | Large warehouses which store unused resources for an empire. | Can store 20000 30000 40000 organics for an empire. |
| Radioactive Resource Storage I II III | ![]() |
2000
0
0 |
Cargo I II III | Large warehouses which store unused resources for an empire. | Can store 20000 30000 40000 radioactives for an empire. |
| Cargo Facility I II III | ![]() |
5000
0
0 |
Cargo I II III | Large warehouses which can provide extra cargo space on a planet. | Provides 1000 2000 3000 extra unit spaces on a planet. |
| Central Computer Complex I II III | ![]() |
12000
0
3000 |
Computers I II III | Massive centralized computer for a planet which improves research capabilities. | Increase all research on a planet by 10 20 30 % (only 1 facility per planet effective). |
| System Computer Complex I II III | ![]() |
25000
1000
5000 |
Computers IV V VI | Massive centralized computer for an entire system which improves research capabilities. | Increase all research in a system by 10 20 30 % (only 1 facility per system effective). |
| Citizen Databank Complex I II III | ![]() |
12000
0
3000 |
Computers I II III | Centralized databank of citizens which improves intelligence operations for an entire planet. | Increase all intelligence generation on a planet by 10 20 30 % (only 1 facility per planet effective). |
| System Citizen Databank I II III | ![]() |
25000
1000
5000 |
Computers IV V VI | Centralized databank of citizens which improves intelligence operations for an entire system. | Increase all intelligence generation in a system by 10 20 30 % (only 1 facility per system effective). |
| Robotoid Factory I II III | ![]() |
15000
5000
5000 |
Computers I II III | Robotic workers who will increase all production on a planet. | Increase mineral/organic/radioactive production on a planet by 10 20 30 % (only 1 facility per planet effective). |
| System Robotoid Factory I II III | ![]() |
20000
10000
10000 |
Computers IV V VI | Robotic workers who will increase all production for an entire system. | Increase mineral/organic/radioactive production for a system by 10 20 30 % (only 1 facility per system effective). |
| Mineral Scanner I II III | ![]() |
8000
0
1000 |
Minerals Extraction IV V VI | Advanced mineral detection which improves mineral extraction for an entire planet. | Increase mineral production on a planet by 15 30 45 % (only 1 facility per planet effective). |
| System Mineral Scanner I II III | ![]() |
14000
0
3000 |
Minerals Extraction VII VIII IX | Advanced mineral detection which improves mineral extraction for an entire system. | Increase mineral production for a system by 15 30 45 % (only 1 facility per system effective). |
| Hybrid Eco - Farms I II III | ![]() |
8000
2000
200 |
Organics Extraction IV V VI | Advanced organic reclamation and development improves organics growth for an entire planet. | Increase organics production on a planet by 15 30 45 % (only 1 facility per planet effective). |
| System Eco - Farms I II III | ![]() |
6000
10000
2000 |
Organics Extraction VII VIII IX | Advanced organic reclamation and development improves organics growth for a system. | Increase organics production for a system by 15 30 45 % (only 1 facility per system effective). |
| Radioactives Collider I II III | ![]() |
8000
0
2000 |
Radioactives Extraction IV V VI | Advanced ore bombardment and processing improves radioactives extraction for an entire planet. | Increase radioactive production on a planet by 15 30 45 % (only 1 facility per planet effective). |
| System Radioactives Collider I II III | ![]() |
6000
1000
12000 |
Radioactives Extraction VII VIII IX | Advanced ore bombardment and processing improves radioactives extraction for an system. | Increase radioactives production for a system by 15 30 45 % (only 1 facility per system effective). |
| Resource Converter I II III | ![]() |
6000
6000
6000 |
Resource Manipulation I II III | Massive molecular converter which can transform resources to different types. | Converts between resource types with a 50 40 30 % loss of material (only 1 facility per system effective). |
| Ultra - Recycler I II III | ![]() |
4000
4000
4000 |
Resource Manipulation I II III | Advanced recycling techniques for reclaiming used resources. | Items scrapped in this sector will reclaim 40 60 80 % of their original resource value (only 1 facility per planet effective). |
| Urban Pacification Center I II III | ![]() |
1000
4000
1000 |
Applied Political Science I II III | Psychological treatment center designed to keep a system's populations happy. | Populations will grow happier in this system (only 1 facility per system effective). |
| Medical Lab I II III | ![]() |
2000
8000
2000 |
Organic Technology I II III | Advanced medical center which cures the ill and helps prevent disease. | Prevents level 1 2 3 plagues in this system. Populations in this system will reproduce 1% faster (only 1 facility per system effective). Populations will grow happier in this system (only 1 facility per system effective). |
| Value Improvement Plant I II III | ![]() |
10000
10000
10000 |
Planet Utilization IV V VI | Massive planet reprocessors which improve the value of a planet. | Improves the mineral/organic/radioactive value of the planet by 1 2 3 % each year. |
| Atmospheric Modification Plant I II III | ![]() |
15000
15000
15000 |
Planet Utilization VII VIII IX | Massive atmospheric processors which slowly change the atmosphere of a planet to a breathable state. | Changes the atmosphere of the planet to one that is breathable by its colony over 3 2.5 2 years. |
| Climate Control Facility I II III | ![]() |
8000
8000
8000 |
Planet Utilization I II III | Atmospheric conditioning and manipulation improve the conditions of a planet. | Improves the conditions of the planet by 1 2 3 % each year. |
| Planetary Gravitational Shield Facility | ![]() |
20000
0
5000 |
Shields IX | Finely tuned gravitational beams used in an array to stop planet destroying bombs. | Stops all planet destroying weapons (only 1 facility per planet effective). |
| Massive Planetary Shield Generator | ![]() |
30000
1000
10000 |
Massive Planetary Shielding I | Massive shield generators which protect an entire planet during combat. | Generates 5000 pts of shielding for the planet during combat. |
| System Gravitational Shield Facility | ![]() |
100000
2000
50000 |
Shields X | Finely tuned gravitational beams used in an array to stop stellar manipulations in the entire system. | Stops all nebulae creating, black hole generating and star destroying devices within the system. Stops warp points from being opened/closed within the system. |
| Ship Training Facility I II III | ![]() |
6000
0
20 |
Advanced Military Science I II III | Center dedicated to training ship's crews and making them better. | Ships in this sector will improve by 1 up to 10 2 up to 15 3 up to 20 % each turn (only 1 facility per planet effective). |
| Fleet Training Facility I II III | ![]() |
8000
0
100 |
Advanced Military Science I II III | Center dedicated to training an entire fleet and making its ships work together as a team. | Fleets in this sector will improve by 1 up to 10 2 up to 15 3 up to 20 % each turn (only 1 facility per planet effective). |
| Applied Religion Technology Tree | |||||
| Time Shrine I II III | ![]() |
6000
6000
6000 |
Religious Technology I II III | Devout following of workers dedicated to improving their ultimate use of time. | Increase mineral/organic/radioactive production in a system by 5 10 15 % (only 1 facility per system effective). |
| Nature Shrine I II III | ![]() |
2000
6000
2000 |
Religious Technology I II III | Commune dedicated to teaching harmony with nature. | Increases the value/conditions of all planets in the system by 1 2 3 % each year (only 1 facility per system effective). |
| Fate Shrine I II III | ![]() |
2000
2000
6000 |
Religious Technology I II III | Thoughtful seers who predict the future and can avert disasters. | Decreases the chance of any bad events and sabotage activities in this system and improves the happiness of the populations who live in this system (only 1 facility per system effective). |
| War Shrine I II III | ![]() |
3000
3000
3000 |
Religious Technology I II III | Central place of worship for all that follow the path of the warrior. | Gives a 5 10 15 % combat bonus to all ships and units in this system (only 1 facility per system effective). |
| Death Shrine I II III | ![]() |
3000
3000
3000 |
Religious Technology I II III | Twisted cult preoccupied with death which also has exceptional talent at enhancing weapons. | Gives a 5 10 15 % damage bonus to all of our weapons used in this system (only 1 facility per system effective). |
| Temporal Technology Tree | |||||
| Temporal Space Yard Facility I II III | ![]() |
20000
2000
10000 |
Temporal Technology IV V VI | Large construction facility which uses temporal folding to allow fast construction of ships in space. | Can construct with 3500 4000 4500 minerals/organics/radioactives per turn. |
| Events Predictor I II III | ![]() |
8000
8000
8000 |
Temporal Technology I II III | Massive computer which uses temporal incursions to predict future events. | Gives a 10 20 30 % combat bonus to all ships and units in this system (only 1 facility per system effective). |
| Temporal Vacation Service I II III | ![]() |
4000
4000
4000 |
Temporal Technology I II III | Entertainment service which allows populations to view past histories. | Improves the happiness of the populations who live in this system (only 1 facility per system effective). |
| Crystallurgy Technology Tree | |||||
| Crystalline Restructuring Plant I II III | ![]() |
5000
2000
5000 |
Crystalline Technology I II III | Facility which enhances vehicle hulls by adding crystalline matrices to their molecular structure. | Reduces all vehicle maintenance costs in the system by 10 20 30 % (only 1 facility per system effective). |
| Energy Transmission Lens I II III | ![]() |
5000
0
10000 |
Crystalline Technology I II III | Massive lens which allows supplemental power to be beamed directly to ships within the system. | Increases the shield strength of all ships in the system by 20 40 60 shield points (only 1 facility per system effective). |
| Solar Generator I II III | ![]() |
5000
5000
5000 |
Crystalline Technology IV V VI | Massive solar collectors which can transmute solar energy to raw materials. | Generates 100 200 300 minerals/organics/radioactives per star each turn. |
| Psychic Technology Tree | |||||
| Psychic Scanner I II III | ![]() |
15000 12000 10000
5000 4000 2000
15000 12000 10000 |
Psychic Technology I II III | Psychic scanner which can perform a detailed scan of any enemy ship within the system. | Any ship within the system can be scanned in detail. |
| Psychic Ship Training Facility I II III | ![]() |
10000
2000
4000 |
Psychic Technology I II III | Psychic broadcast center which imparts collected ship experience to all ships in a system. | Ships in this system will improve by 1 up to 10 2 up to 15 3 up to 20 % (only 1 facility per system effective). |
| Psychic Fleet Training Facility I II III | ![]() |
11000
2000
5000 |
Psychic Technology I II III | Psychic broadcast center which imparts collected fleet experience to all fleets in a system. | Fleets in this system will improve by 1 up to 10 2 up to 15 3 up to 20 % (only 1 facility per system effective). |
| Organic Technology Tree | |||||
| Gestation Vats I II III | ![]() |
2000
6000
2000 |
Organic Technology I II III | Artificial gestation chambers which greatly increase the reproduction rate of an entire system. | Populations in this system will reproduce 1 2 3 % faster (only 1 facility per system effective). |
| Replicant Center I II III | ![]() |
2000
15000
2000 |
Organic Technology IV V VI | Artificially created population used mainly for labor. | Populations in this system will increase by 10 20 30 M per turn (only 1 facility per system effective). |

0
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