Description of technologies
1. Technologies of ancient civilizations. (White Republic, Gray Monarchy, Black Chaos).
(Not researched by new races, ancient races can sell it to them).
|
Technology |
Description |
|
Portal Management (T1) |
Technology of the White Republic. Safe passage of the portal (no risk number on the die); the move does not end with the passage of the portal (like other civilization). |
|
Hyperdrive (T2) |
Technology of the White Republic. Speed advantage +3 cells (6 cells per turn). Cruiser Speed - 4 cells per turn. |
|
Board computer hacking (T3) |
Grey Monarchy Technology. Hacking of other player's ships. A special type of ship attack (can be chosen instead of a usual attack). Numbers on a dice: (1-2: no result, 3-4: control of a ship for a turn, 5-6: the ship becomes the property of the attacker (changes color)). If the ship is controlled for 1 turn, it can attack other ships or colonize planets and receive points for this, as for the actions of its own ship. (Technology does not work against the White Republic and cruisers of all Civilizations). If a ship has just been hacked, it can also hack another ship, but the success is reduced by 1 die. Hacking (full capture) is worth the same scores as a successful usual attack. |
|
Targeting failure (T4) |
Gray Monarchy Technology. Advantage in space combat: +2 defense bonus (to die number). |
|
Kamikaze fleet (T5) |
Black Chaos Technology. Explosion of other ships around (radius 1 cell) in case of a ship hit. Neighboring ships of their own civilization do not explode. For each ship blown up - 1 point. The ship can be undermined intentionally. |
|
Antimatter Emitter (T6) |
Black Chaos Technology. Advantage in space combat: attack +2 (to die number). |
2. Technologies of new Civilizations. (Empire (2), Federation (2), Anarchy (2)).
Requires skipping of 2 turns (per technology), possible with interruptions if they are fixed.
(Randomly chosen at turn 2 pass, roll 1 die to determine the technology block, then roll to determine the technology within the block).
|
Technology block number |
Number on a dice |
Technology |
Description |
|
1-2 |
1 |
Hollider (T7) |
Superdark particle accelerator. Breakthrough in fundamental science. There is no practical application. 15 points for development. |
|
1-2 |
2 |
Hyperlaser (T8) |
Possibility of a second attack on ships in far orbit (radius 2 cells), in addition to the standard attack (radius 1 cell). (Attack of 2 ships is determined by one die of attack and defense). There can only be 1 attack within one orbit. |
|
1-2 |
3 |
Accelerated Colonization (T9) |
Reducing the number of fleets during colonization by 1 ship. (Does not apply to conquering of other player`s planets). |
|
1-2 |
4 |
Planetary force field (T10) |
Protecting own planets +1 (reducing the chance of colonization for the enemy). If the enemy is lucky, one of his ships still dies. |
|
1-2 |
5 |
Interplanetary routes (T11) |
Free movement of your ships in all orbits of your planets, even if the planets are in different parts of the map. (ships cannot be started from the reserve from an ordinary planet, you can move ship if the ship has already been put on the field). |
|
1-2 |
6 |
Massive takeover (T12) |
Increased chance of colonizing and conquering planets +1 die number. |
|
3-4 |
1 |
Planetary Air Defense (T13) |
Shelling any ships in the orbits of your planets (maximum 2 ships per turn). A die is rolled: 1-3 failure; 4-6 ship destruction. |
|
3-4 |
2 |
Megalogistics (T14) |
Fleet management +2 ships per turn (5 ships in total). |
|
3-4 |
3 |
Sensory interference (T15) |
The fleet becomes conditionally invisible and can only be attacked if the ship is surrounded by 2 enemy ships (2 ships close by). |
|
3-4 |
4 |
Portal jamming (T16) |
If a player has a planet/ship in a portal area, he can block other ships from entering that portal. Someone can enter the portal with an increased risk of +3 to the risk number. Other players may ask permission to enter the portal normally. |
|
3-4 |
5 |
Megaflotillas (T17) |
Moving 2 ships using 1 logistics if the ships are moving in the same direction. (the ships must stick together, touching each other.). |
|
3-4 |
6 |
Megacolonization (T18) |
Ability to colonize 3 planets per turn (including the ability to re-colonize the same planet a second time). (roll dice 5-6 - up to 4 planets) |
|
5-6 |
1 |
Portal bases (T19) |
Starting ships from the reserve in the portal, no more than 2 in each portal (anarchy 1) |
|
5-6 |
2 |
Improved Fleet (T20) |
+1 ship building (Anarchy - +1 ship start from the reserve, start only, no movement), plus 1 base and cargo ship speed, plus 1 defense |
|
5-6 |
3 |
Supermobility (T21) |
The ability for a ship to simultaneously participate in colonization and in an attack, or a repeated attack with the same ship (second attack -1 to the number of attacks). |
|
5-6 |
4 |
Space Carriers (T22) |
Plus 1 to the speed of cruisers, near cruiser you can place 1 ship from reserve per turn, also a hit on cruiser can be transferred to a base ship standing nearby. |
|
5-6 |
5 |
Improved Construction (T23) |
Using 1 logistics point and placing another ship into the orbit of the headquarters planet/dock during the construction phase |
|
5-6 |
6 |
Big luck! |
Choice of any technology! (Including technology of the ancient races). |
3.Technologies of Civilizations of the galaxy "X" (Aborigines, Union of Oceans, Recyclers).
|
Technology |
Description |
|
Super logistics (T24) |
Aboriginal technology. Move any number of ships to any number of cells within the selected portals. |
|
Enhanced planet capture (T25) |
Aboriginal technology. The ability to colonize planets near portals, regardless of their protection. It is also not necessary to become around the planet with all the ships. |
|
Jumping in space (T26) |
Ocean Union Technology. Move straight (only straight) horizontally/vertically up to 10 cells and diagonally up to 5 cells (no risk), and through voids (empty cells). |
|
Magnetic pliers (T27) |
Ocean Union Technology. Ships can move an enemy 1 cell away from them and destroy them by knocking them back to another ship horizontally/vertically or diagonally (not to the Union ship). Together, ships are guaranteed to shoot down enemy ships (surround the ship with 2 units), cruisers - success with numbers 4-6. If the attacked Civilization has a defense bonus (from the base or technology of the Monarchy), attack success with numbers 2-6, cruiser - with numbers 5-6. |
|
Resource recycling (T28) |
Recycler Technology.Recyclers turn objects from other Civilizations into blocks of resources by surrounding them with a certain number of ships, all of which use their attack right. Surround the ship with 2 units - success with numbers 5-6. Surround the cruiser with 3 units - success - 5-6. Surround the colony with 4 units - success 5-6 (if the planet is unguarded). Increasing attack bonus - the larger the surrounding of objects (ships or colonies), the stronger the attack, +1 to success for each additional ship added to the attack. |
|
Hidden movement (T29) |
Recycler Technology. Using certain neutral (unoccupied) planets to move quickly and safely from one neighboring sector to another. |

