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R11 Missile Technology Overview

This document summarizes technology and structures that can be researched or constructed in the game. It includes 10 technologies that can be researched up to level 6 to improve units. It also lists 7 structures that can be constructed and upgraded to level 5-8 to expand gameplay capabilities. Finally, it provides details on 21 different unit types and their required technology levels.

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0% found this document useful (0 votes)
17 views2 pages

R11 Missile Technology Overview

This document summarizes technology and structures that can be researched or constructed in the game. It includes 10 technologies that can be researched up to level 6 to improve units. It also lists 7 structures that can be constructed and upgraded to level 5-8 to expand gameplay capabilities. Finally, it provides details on 21 different unit types and their required technology levels.

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api-3843143
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Technology:

Name Max. Lv. Description


Engines 6 Every Unit needs an Engine.
Lv. 1-5 needed for Units. - Reduces Launch Costs by 10%. (Lv. 5-6)
ETAs: 4, 8, 16, 32, 48, 96 – Costs: 1000C 500E per tick
Improved Engines 6 Needs Engines of the desired Lv. to be researched. - Gives ETA -1. – LV.1-2: Skill-Res
ETAs: 8, 16, 32, 48, 96, 192 – Costs: 1000C 1000E per tick
Power Core 5 The Energy Source of a Unit.
Lv. 1-4 needed for Units. - Reduces Launch Costs by 10%. – Skill-Res
ETAs: 4, 8, 16, 32, 48 – Costs: 500C 500E per tick
Armor Class 6 The Armor Level of a Unit.
Lv. 1-5 needed for Units. - Increases Armor by 5%.
ETAs: 4, 8, 16, 32, 48, 96 - Costs: 2000C 500E per tick
Light Weapons 6 Research into small fast firing weapon systems.
Lv. 1-6 needed for Units. - Increases Firepower of Units with L. W. by 5% (Lv. 5-6)
ETAs: 4, 8, 16, 32, 48, 96 - Costs: 1000C 500E per tick
Heavy Weapons 6 Research into slower firing weapon systems with increased power.
Lv. 1-6 needed for Units. - Increases Firepower of Units with H. W. by 5% (Lv. 5-6)
ETAs: 4, 8, 16, 32, 48, 96 - Costs: 1000C 500E per tick
EMP 4 An electromagnetic Pulse is used to render enemy ships board systems useless.
Lv. 1-3 needed for Units. – Lv. 4: EMP Missile
ETAs: 8, 24, 48, 144 - Costs: 1000C 2000E per tick
Shielding Technology 5 Needed for cloaked units. – C lo a ke d u n its are n ’t in visib le – rather no sensor can detect
th em , b ecau se th e y clo ak th eir sig n als/e n erg y re ad in g s e tc…
Lv. 1-4 needed for Units. - + 5% “A rm o r” p e r Lv. (if the ship uses a Shield)
ETAs: 8, 16, 32, 48, 96 - Costs: 1000C 500E per tick
Advanced Mining 5 Advanced Research into improving the mining Output. (+3% for each Lv.) - Skill-Res
ETAs: 8, 16, 32, 48, 96 - Costs: 1000C 750E per tick
Advanced Power Gen. 5 Advanced Research into improving the power Output. (+3% for each Lv.) - Skill-Res
ETAs: 8, 16, 32, 48, 96 - Costs: 1000C 750E per tick
Advanced Combat 5 + 5% Firepower per Lv. - Skill-Res
Tactics ETAs: 8, 16, 32, 48, 96 - Costs: 1000C 750E per tick
Scan Wave 5 + 10% Higher Scan Efficiency per Lv. - Skill-Res
Modulation ETAs: 8, 16, 32, 64, 96 - Costs: 500C 500E per tick

Structures:
Name Max. Lv. Description
Research Lab 8 Simple said u need it to be able to get your Research going. – Without a Research Lab u
can ’t Research anything.
Lv. 5: Starting with Lv. 5 you may have up to 2 Researches going on at the same
time. The total level of those 2 may not exceed your Res. Lab. Level.
ETAs: 4, 8, 16, 32, 48, 64, 72, 96 - Costs: 500C 1000E per tick
Hangar 6 You need a Han g ar w h ere u can “S to re” yo u r n ew ly b u ild sh ip s.
ETAs: 4, 8, 16, 32, 48, 96 - Costs: 2000C 500E per tick
Assembly Hall 6 Well simple said – your ships get build(/upgraded) here
ETAs: 4, 8, 16, 32, 48, 96 - Costs: 1000C 1000E per tick
Defense Centre 5 Your Planetary Defense Systems are controlled by this Structure.
Lv. 4: A b ility to “la u n ch ” P D S a s in g a l-def fleets. (1 PDS fleet slot)
ETAs: 8, 16, 32, 64, 96 - Costs: 1000C 500E per tick
Planetary Scanner 7 It enables u to scan: Lv1 = Amplifiers – Ability to further upgrade the scanner, Lv2 = Roid
Scans, Lv3 = Surface Scans, Lv4 = Scan Blocker/Tech. Scan, Lv5 = Signature Scans, Lv.6
= Incomming Fleet Scan, Lv.7 = News Scan,
ETAs: 4, 8, 16, 32, 64, 96, 144 - Costs: 1000C 500E per tick
Power Control Centre 3 Lv. 1 = PPs, Lv. 2 = Cells, Lv. 3 = + 500 per PP
ETAs: 8, 16, 144 - Costs: 1000C 250E per tick
Mining Control Centre 2 Lv. 1 = SMs, Lv. 2 = + 500 per SM
ETAs: 16, 96 - Costs: 1000C 250E per tick
Mission Command 5 Your fleets are being coordinated here. Each Lv. = 1 Fleet slot.
ETAs: 4, 16, 48, 72, 144 - Costs: 1000C 500E per tick

Commander
Name
Skills/Technology:
Max. Lv. SP/Lv, Description
Technology
(The Player will start with those)
Power Core 5 usual Lv. 1-2 needed for Units. - Reduces Launch Costs by 10%. – Skill-
Res
Improved Engines 2(/6) 3, 9 Reduces ETA by 1. (Lv.1 = worth 12 ticks, Lv.2 = worth 24 ticks)
Advanced Mining 5 usual Advanced Research into improving the mining Output. (+3% for each Lv.)
- Skill-Res
Advanced Power 5 usual Advanced Research into improving the power Output. (+3% for each Lv.) -
Gen. Skill-Res
Advanced Combat 5 usual + 5% Firepower per Lv. - Skill-Res
Tactics
Scan Wave 5 usual + 10% Higher Scan Efficiency per Lv. - Skill-Res
Modulation
Skills
Advanced Research 5 usual Reduces the needed ETA of any Technology-Research by 5 % per Lv.
Techniques
Advanced 5 usual Reduces the needed ETA of any Structure-Construction by 5 % per Lv.
Construction
Methods
New Stuff:
Moveable PDS:
 PDS has ingal ETA+1 of the Hull-Size it posses.

EMP-Missile:
 100% Hit
 ETA 2 – means can only target fleets that are ETA 2+ away from your planet.
 Can target fleets incoming to your planet. (hostile and friendly)
 Effect: Gives the targeted fleet ETA+1 on hit.
 There is a Launch and a Hit event.
 Construction Time: 24 Hs
 Missile Slots: 2
 Cool Down after a Missile shoot: ETA 6

Incomming Fleet Scan:


 Can only scan fleets incoming to your planet. (hostile and friendly)
 Tells you the co m p o sitio n of th e fleet. (C lo aked u n its d o n ’t sh ow b u t u see h ow m an y “clo aked en erg y
read in g s” th at fleet h as.)
 Either targets 1 fleet – you choose it when you scan – or all fleets incoming to your planet.

Tech-Scan:
 Tells you the tech levels of the target.

Units:
Name
– not changed
Tech needed:
ignore this for now
Standard:
Crow Engines 2, Power Core 1, Armor Class 1, Light Weapons 3, Hangar 2, Assembly Hall 3
Vulture Engines 1, Power Core 1, Light Weapons 1, Hangar 1, Assembly Hall 1
Chayton Engines 2, Power Core 2, Armor Class 2, Light Weapons 4, Shielding Technology 1, Hangar 3, Assembly
Hall 4
Std-FR Engines 2, Power Core 2, Armor Class 1, Heavy Weapons 2, Hangar 3, Assembly Hall 2
Litonya Engines 1, Power Core 3, Armor Class 1, Heavy Weapons 3, Hangar 2, Assembly Hall 3
Advanced:
Adv-CR Engines 3, Power Core 3, Armor Class 3, Heavy Weapons 3, Hangar 4, Assembly Hall 4
Adv-CC Engines 4, Power Core 3, Armor Class 4, Heavy Weapons 4, Shielding Technology 1, Hangar 5,
Assembly Hall 4
Adv-Co Engines 4, Power Core 4, Armor Class 5, Heavy Weapons 5, Shielding Technology 2, Hangar 6,
Assembly Hall 5
Cloaked:
Behmoth Engines 4, Power Core 3, Armor Class 2, Light Weapons 4, Shielding Technology 3, Hangar 5, Assembly
Hall 4
Stingray V Engines 3, Power Core 2, Armor Class 2, Heavy Weapons 3, Shielding Technology 3, Hangar 4,
Assembly Hall 3
Clo-CC Engines 4, Power Core 4, Armor Class 3, Heavy Weapons 5, Shielding Technology 4, Hangar 6,
Assembly Hall 5
Power:
Power-All Engines 5, Power Core 4, Armor Class 5, Light Weapons 6, Heavy Weapons 6, Shielding Technology 4,
Hangar 6, Assembly Hall 6
EMP:
Spider Engines 1, Power Core 1, EMP 1, Hangar 1, Assembly Hall 1
Leucothea Engines 1, Power Core 2, EMP 2, Hangar 2, Assembly Hall 2
EMP-BS Engines 3, Power Core 2, Armor Class 2, EMP 3, Shielding Technology 1, Hangar 4, Assembly Hall 4
EMP-Sui Engines 1, Power Core 2, Armor Class 1, EMP 3, Hangar 3, Assembly Hall 3
Thief Engines 1, Power Core 3, Light Weapons 3, EMP 2, Shielding Technology 1, Hangar 5, Assembly Hall 3
Suicide:
Sui-DE Engines 2, Power Core 1, Light Weapons 3, Shielding Technology 1, Hangar 1, Assembly Hall 3
Sui-Pods Engines 3, Power Core 1, Light Weapons 2, Shielding Technology 1, Hangar 3, Assembly Hall 3
Pods:
Cell Thief Engines 1, Power Core 1, Armor Class 2, Hangar 3, Assembly Hall 2
Raptor Engines 1, Power Core 1, Armor Class 1, Hangar 2, Assembly Hall 1
PDS:
Repulser Engines 1, Power Core 1, Armor Class 1, Light Weapons 1, Heavy Weapons 1, Hangar 1, Assembly Hall
1, Defense Centre 1
Discharger Engines 2, Power Core 2, Armor Class 1, Light Weapons 1, Heavy Weapons 1, Hangar 3, Assembly Hall
3, Defense Centre 3
Ion Cannon Engines 3, Power Core 2, Armor Class 2, Light Weapons 3, Shielding Technology 1, Hangar 2, Assembly
Hall 2, Defense Centre 2
Silencer Engines 4, Power Core 3, Armor Class 3, Light Weapons 2, Heavy Weapons 4, Shielding Technology 3,
Hangar 5, Assembly Hall 4, Defense Centre 5
Sui-PDS Engines 2, Power Core 3, Light Weapons 3, Hangar 4, Assembly Hall 3, Defense Centre 4

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