DEEP SPACE HELP
Summary
Research & Technology
Allows the construction of the Recycling Center. Prerequisites : Time : 01:00:00 5 000 Credits
Recycling
Allows the construction of Recycleurs to the Recycling Center. Prerequisites : Time : 02:00:00 10 000 Credits
Recyclers
Technology useful basis for further research. Prerequisites : Research Center level 5 Time : 02:00:00 10 000 Credits
Molecular Laboratory
Allows extraction of specific planetary resources, used in hydroponics. Prerequisites : Mining Facilities level 15 Time : 3d 18:00:00 4 000 000 Credits
Geological Analysis
Technology useful basis for further research. Prerequisites : Time : 03:00:00 10 000 Credits
Molecular Fusion
Allows the construction of Fusionneurs to the Recycling Center. Prerequisites : Recycling Center level 5 Time : 04:00:00 10 000 Credits
Fusionners
Technology useful basis for further research. Prerequisites : Research Center level 12 Time : 2d 05:01:00 10 000 Credits
Genomics Engineering
Technology useful basis for further research. Prerequisites : Time : 2d 05:01:00 20 000 Credits
Synapse Biomechanical
Allows the construction of Cyborg soldiers. Prerequisites : Housing Complex level 10 Time : 2d 06:01:00 20 000 Credits
Design of Cyborg
Allows the construction of laboratories of genetic manipulations for the construction of Cyborgs. Prerequisites : Time : 2d 06:01:00 20 000 Credits
Genetic Amplification
Allows the production of food via the cultivation under greenhouses by transformation of the specific resources. Prerequisites : Research Center level 14 Time : 7d 12:00:00 10 000 000 Credits
Hydroponic Culture
Technology useful basis for further research. Prerequisites : Research Center level 5 Time : 03:00:00 10 000 Credits
Electromagnetism
Allows you to build the building with the same name to store unused ships but which you want to keep. Prerequisites : Spaceport level 5 Time : 5d 00:00:00 250 000 Credits
Orbital Park
Allows the construction of the BEM generator. Prerequisites : Defence Base level 3 Time : 04:00:00 50 000 Credits
Energy Shield
Functional elements of BEM generator that generates the shield of the Colony. Prerequisites : Research Center level 8 Time : 05:00:00 10 000 Credits
Solenoids
Technology useful basis for further research. Prerequisites : Time : 01:00:00 10 000 Credits
Superconductivity
Base materials for the construction. Prerequisites : General Warehouse level 3 Time : 02:00:00 10 000 Credits
Superconductor
Technology useful basis for further research. Prerequisites : Research Center level 4 Time : 02:00:00 10 000 Credits
Nanotechnology
Base materials for the construction. Prerequisites : General Warehouse level 4 Time : 03:00:00 10 000 Credits
Nanotubes
Allows the construction of useful solar panels at Power Plant. Also allows other research. Prerequisites : Time : 00:30:00 2 500 Credits
Photonics
Technology useful basis for further research. Prerequisites : Time : 00:30:00 2 500 Credits
High Frequency Laser
Allows the construction of the Defence Base. Prerequisites : Headquarters level 4 Time : 03:00:00 50 000 Credits
Automated Defence
Allows the construction of turrets that fire at Defence Base. Prerequisites : Research Center level 5 Time : 04:00:00 10 000 Credits
Turrets
Technology useful basis for further research. Prerequisites : Time : 00:30:00 3 000 Credits
Interplanetary Comm.
Allows the construction of relay used by the Communication Center. Prerequisites : Time : 00:45:00 3 500 Credits
Communication Relay
Allows the detection of enemy fleets around Mission by Patrol ships. Prerequisites : Communication Center level 10 Time : 12:00:00 20 000 Credits
Planetary Detection
Technology useful basis for further research. Prerequisites : Research Center level 4 Time : 02:00:00 7 500 Credits
Photo-polymerization
Base materials for the construction. Prerequisites : General Warehouse level 4 Time : 03:00:00 10 000 Credits
Enriched Alloy
Allows the construction of Supperaccus used by the Power Plant. They store energy and thus increase the storage capacity of the Power Plant. Prerequisites : Power Plant level 8 Time : 5d 00:00:00 50 000 Credits
Supercapacitors
Base materials for the construction. Prerequisites : General Warehouse level 4 Time : 03:00:00 10 000 Credits
Polymers
Technology useful basis for further research. Prerequisites : Research Center level 6 Time : 03:00:00 7 500 Credits
Stealth
Technology useful basis for further research. Prerequisites : Headquarters level 6 Time : 01:00:00 10 000 Credits
Remote Spy
Allows the construction of robots performing the spy missions on enemy colonies. Prerequisites : Communication Center level 5 Time : 01:00:00 10 000 Credits
Spy Robot
Lets analyze composition of defence fleets on the spyed colony. Prerequisites : Headquarters level 10 Time : 2d 12:00:00 100 000 Credits
Analysis Probe
Technology useful basis for further research. Prerequisites : Time : 01:00:00 5 000 Credits
Multiverse Theory
Technology useful basis for further research. Prerequisites : Headquarters level 17 Time : 2d 05:01:00 50 000 Credits
Quantum Teleportation
Allows to teleport Cyborg Troops to the Capital by the use of Teleporter. Prerequisites : Time : 2d 05:01:00 50 000 Credits
Teleportation of Troops
Required fuel to travel to other planets. Prerequisites : Research Center level 4 Time : 02:00:00 10 000 Credits
Antimatter
Allows the immediate sending into orbit of a fleet. Prerequisites : Spaceport level 8 Time : 06:00:00 750 000 Credits
Trans-orbiter
Allows bombs to be sent into orbit to damage everything in it. Prerequisites : Spaceport level 15 Time : 7d 12:00:00 750 000 Credits
Orbital Bomb
Technology useful basis for further research. Prerequisites : Spaceport level 5 Time : 02:00:00 7 500 Credits
Hyperspace
Allows the use of antimatter to make trips to other planets. Prerequisites : Research Center level 6 Time : 02:53:20 10 000 Credits
Interplanetary Jumps
Technology useful basis for further research. Prerequisites : Research Center level 5 Time : 02:53:20 10 000 Credits
Superluminal Propulsion
Allows the construction of ships of this type / generation. Prerequisites : Time : 04:00:00 10 000 Credits
Generation 2 Ships
Allows the construction of ships of this type / generation. Prerequisites : Time : 04:00:00 7 500 Credits
Stealth Panther
Allows the construction of ships of this type / generation. Prerequisites : Time : 04:00:00 10 000 Credits
Stealth Trailer
Allows the construction of ships of this type / generation. Prerequisites : Research Center level 6 Time : 05:00:00 10 000 Credits
Generation 3 Ships
Allows the construction of ships of this type / generation. They allow to detect lost ships. Prerequisites : Spaceport level 8 Time : 08:00:00 20 000 Credits
Renifleur
Allows the construction of ships of this type / generation. Prerequisites : Spaceport level 8 Time : 06:00:00 10 000 Credits
Generation 4 Ships
Allows the construction of ships of this type / generation. Prerequisites : General Warehouse level 10 Time : 1d 16:00:00 100 000 Credits
Marauder
Allows the construction of ships of this type / generation.They allow to detect and intercept enemy fleets. Prerequisites : Communication Center level 12 Time : 08:00:00 20 000 Credits
Patrouilleur
Analysis tool of the composition of the fleets stationed on the visited friend colony and analysis tool of troops stationed in a Capital. Prerequisites : Communication Center level 14 Time : 2d 12:00:00 100 000 Credits
Scanner
Detection tool of drill ships Kraft. Prerequisites : Communication Center level 14 Time : 2d 12:00:00 100 000 Credits
Sonar
Analysis tool of cargo of detected fleets. Prerequisites : Communication Center level 15 Time : 7d 12:00:00 1 000 000 Credits
Analyzer
Allows the construction of ships of this type / generation. Prerequisites : Time : 07:00:00 10 000 Credits
Transport Fleet
Allows the construction of ships of this type / generation. Prerequisites : Time : 08:00:00 10 000 Credits
Cluster
Allows the construction of ships of this type / generation. Prerequisites : Business Agency level 10 Time : 08:00:00 200 000 Credits
Cargo
Allows the construction of ships of this type / generation. Prerequisites : Spaceport level 10 Time : 7d 12:00:00 1 000 000 Credits
Extra-planetary Drill
Allows the construction of ships of this type / generation. They allow Kraft extraction on other planets. Prerequisites : Mining Facilities level 12 Time : 7d 12:00:00 1 000 000 Credits
Krafter
Technology useful basis for further research. Prerequisites : Spaceport level 10 Time : 07:00:00 50 000 Credits
Space Shipyard
Allows the construction of ships of this type / generation. They allow to carry ships on orbit to change the constitution of fleets in flight. Prerequisites : Spaceport level 10 Time : 7d 12:00:00 20 000 000 Credits
Modifieur
Allows the construction of ships of this type / generation. They allow Kraft collection to transform it into exotic ore. Prerequisites : Production Plant level 12 Time : 7d 12:00:00 1 000 000 Credits
Transkraft
Allows the construction of ships of this type / generation. They allow the purchase of exotic ore and repairing damaged fleets. Prerequisites : Time : 08:00:00 20 000 Credits
Supporter
Allows the construction of ships of this type / generation. They allow waste collection and repair of damaged colonies. Prerequisites : Recycling Center level 6 Time : 08:00:00 20 000 Credits
Supplier
Technology useful basis for further research. 10 Additional Docks are allocated to the Spaceport. Prerequisites : Spaceport level 15 Time : 2d 05:01:00 50 000 Credits
Landing Troops
Allows the construction of ships of this type / generation. They allow the landing of Cyborg troops on Capitals. 10 additional Docks are allocated to the Spaceport. Prerequisites : Time : 2d 05:01:00 50 000 Credits
Invader
Technology useful basis for further research.Also increases the production of Processing Units (PU) provided by your Processors. Adding new processors will then produce more PU but deletion also remove more. At the end of this research your old processors are replaced by these new and fewer for the same efficiency and lower power consumption. (Do not confuse this with search optimization MultiPU) Prerequisites : Headquarters level 12 Time : 04:00:00 100 000 Credits
Quantum Processor
Technology useful basis for further research. Allows the creation of the Secret Center of Theoretical Analysis where Alien Theory Artifacts are treated. Prerequisites : Research Center level 12 Time : 7d 12:00:00 50 000 000 Credits
Theoretical Analysis
Allows the loading of goods on fleets of Cargos to exchange them with Craftsmen. Prerequisites : General Warehouse level 15 Time : 5d 00:00:00 40 000 000 Credits
Loading Goods
Allows the creation of super cargo compressor for your fleets. Prerequisites : Spaceport level 15 Time : 5d 00:00:00 40 000 000 Credits
Molecular Compression
Technology useful basis for further research. The discovery of this particle will allow you the manipulation of some temporal elements. Prerequisites : Cyber Defence level 15 Time : 7d 12:00:00 50 000 000 Credits
Tachyon Particle
Technology useful basis for further research. Prerequisites : Headquarters level 17 Time : 5d 00:00:00 250 000 Credits
Applied Engineering
Allows partial unloading of waste managed by the Suppliers and Transkrafts. Prerequisites : General Warehouse level 9 Time : 2d 12:00:00 50 000 Credits
Quantitative Unloading
Allows the partial or total unloading of waste managed by Suppliers on an enemy colony. Prerequisites : General Warehouse level 17 Time : 09:00:00 10 000 000 Credits
Forced Unloading
Allows the construction of ships of this type / generation. Allows to unload and load Key of the Power and Key of the Movement artifacts from one fleet to another using Modifier ships. Prerequisites : Spaceport level 12 Time : 7d 12:00:00 20 000 000 Credits
Super Artifact manipulator
Allows, by the reuse of some building concepts, to reduce upgrade cost and time for buildings. Prerequisites : Time : 7d 12:00:00 1 000 000 Credits
Modular Construction
Technology useful basis for further research. Also allows to reduce the upgrade cost and time of Spaceport. Prerequisites : Spaceport level 16 Time : 7d 12:00:00 10 000 000 Credits
Orbital Engineering
Allows the construction of Orbital Hoist to send heavy loads into orbit. Prerequisites : Research Center level 12 Time : 7d 12:00:00 10 000 000 Credits
Orbital Hoist
Allows the construction of the Orbital Factory where is assembled the needed for Galactic Exploration. Prerequisites : Production Plant level 14 Time : 7d 12:00:00 10 000 000 Credits
Orbital Factory
Technology useful basis for further research. Allows the creation of the secret design workshop where orbiters and orbital bombs are manufactured. Prerequisites : Production Plant level 16 Time : 7d 12:00:00 20 000 000 Credits
Orbital simulation
Allows to miniaturize the trans-orbitation system and to embark several of them on a fleet. Prerequisites : Production Plant level 18 Time : 7d 12:00:00 20 000 000 Credits
Portable Trans-orbiter
Allows you to adjust the charge of Orbital Bombs for a controlled explosion. Prerequisites : Production Plant level 20 Time : 7d 12:00:00 20 000 000 Credits
Modular Orbital Bomb
Exclusively for Clusters, this type of dock allows your Spaceport to release as many docks as you have Clusters. Prerequisites : Spaceport level 18 Time : 7d 12:00:00 10 000 000 Credits
Orbital Dock for Cluster
Exclusively for Cargos, this type of dock allows your Spaceport to release as many docks as you have Cargos. The fleets of Cargos are no longer counted in the number of fleets. Prerequisites : Spaceport level 18 Time : 3d 18:00:00 5 000 000 Credits
Orbital Dock for Cargo
Exclusively for Patrouilleurs and Renifleurs, this type of dock allows your Spaceport to release as many docks as you have Patrouilleurs and Renifleurs. The fleets of Patrouilleurs are no longer counted in the number of fleets. Prerequisites : Spaceport level 18 Time : 5d 00:00:00 5 000 000 Credits
Orbital Dock for Patrouilleur
Exclusively for Suppliers, this type of dock allows your Spaceport to release as many docks as you have Suppliers. The fleets of Suppliers are no longer counted in the number of fleets. Prerequisites : Spaceport level 18 Time : 3d 18:00:00 5 000 000 Credits
Orbital Dock for Supplier
Technology useful basis for further research. Prerequisites : Research Center level 12 Time : 2d 06:01:00 250 000 Credits
Productivity Analysis
Allows reconditioning of Technicians into Settlers. Prerequisites : Training Center level 14 Time : 2d 06:01:00 250 000 Credits
Reform of Technicians
Allows reconditioning of Researchers into Settlers. Prerequisites : Training Center level 14 Time : 2d 06:01:00 250 000 Credits
Reform of Researchers
Technology useful basis for further research. Prerequisites : Research Center level 14 Time : 2d 06:01:00 250 000 Credits
Efficiency Analysis
Allows the recycling of Soldier Cyborgs. Prerequisites : Biomechanics Plant level 12 Time : 2d 06:01:00 500 000 Credits
Reform of Soldiers
Allows the recycling of Officer Cyborgs. Prerequisites : Biomechanics Plant level 12 Time : 2d 06:01:00 500 000 Credits
Reform of Officers
Allows automatic calculation of the Officers / Soldiers ratio for the Cyborgs when boarding. Prerequisites : Biomechanics Plant level 12 Time : 7d 12:00:00 5 000 000 Credits
Optimal Embarquement
Allows you to know and monitor the reinforcements deployed by others on the colonies of your planet. Prerequisites : Headquarters level 20 Time : 7d 12:00:00 5 000 000 Credits
Reinforcements Analysis
Allows to select several fleets to go back simultaneously at your Colony. Prerequisites : Spaceport level 14 Time : 2d 06:01:00 250 000 Credits
Call Back Grouped
Allows to land several fleets simultaneously. Prerequisites : Spaceport level 15 Time : 2d 06:01:00 250 000 Credits
Grouped Landings
Allows to embark your Cyborgs on several fleets simultaneously at your Colony. Prerequisites : Biomechanics Plant level 10 Time : 3d 23:00:00 750 000 Credits
Grouped Embarquements
Allows to debark several fleets of Cyborgs simultaneously at your Colony. Prerequisites : Biomechanics Plant level 10 Time : 3d 18:00:00 500 000 Credits
Grouped Debarquements
Allow to start drilling Kraft on all your Krafters fleets simultaneously. Prerequisites : Spaceport level 12 Time : 3d 18:00:00 2 000 000 Credits
Grouped Drills
Allow to send simultaneously loaded fleets of Krafters to the nearest fleet of Transkraft. Prerequisites : Spaceport level 12 Time : 7d 12:00:00 2 000 000 Credits
Grouped Returns to Transkrafts
Allow to unload simultaneously fleets of Krafters on fleet of Transkraft being on the same orbit. Prerequisites : Spaceport level 12 Time : 7d 12:00:00 2 000 000 Credits
Grouped Unloads of Kraft
Technology useful basis for further research. Prerequisites : Time : 03:00:00 10 000 Credits
Quantum Cryptography
Allows the construction of the Cyber Defence Prerequisites : Research Center level 10 Time : 02:00:00 20 000 Credits
Cyber Defence
Allows specialization of Technicians into Crypto-Analyst Prerequisites : Time : 03:00:00 10 000 Credits
Cyber Engineering
Helps to fight against the SlowMotion virus if your Colony is already infected. Prerequisites : Headquarters level 15 Time : 1d 03:00:30 1 000 000 Credits
SlowMotion Antivirus
Multiplies by 2 the number of Processing Units available at the time of its activation. 10 activations are possible. Prerequisites : Headquarters level 14 Time : 7d 12:00:00 100 000 Credits
MultiPU Optimization
Its attack divide by 2 the number of Processing Units available on the targeted colony and so you get these Processing Units. Prerequisites : Headquarters level 15 Time : 7d 12:00:00 100 000 Credits
DivPU Virus
Multiplies by 2 the quantity of energy available at the time of its activation. 10 activations are possible. Prerequisites : Power Plant level 8 Time : 5d 00:00:00 100 000 Credits
Energy Optimization
Used to force the identification of fleets stationed on your colony. Prerequisites : Communication Center level 12 Time : 03:00:00 100 000 Credits
Forced Identification
Can analyze the composition of the fleets stationed on your colony at their identification. Prerequisites : Communication Center level 14 Time : 2d 12:00:00 100 000 Credits
Decoding Transponders
Disables the display of Krafters on the radar of enemies Patrouilleurs. Prerequisites : Communication Center level 14 Time : 03:00:00 20 000 Credits
Discreet Drill
Active Discreet drill for a period, relative to your level of Cyber Defense. Prerequisites : Time : 5d 00:00:00 500 000 Credits
Temporal Discretion
Allows to regenerate the cover fleet of a Colony on your planet by 25%. Its action is only possible once per hour and consumes 1 Graviton. Prerequisites : Cyber Defence level 25 Time : 12d 00:00:00 80 000 000 Credits
Cover Regeneration
Allows specialization Researchers into Hackers Prerequisites : Time : 03:00:00 10 000 Credits
Hacktivism
Inflicts a time penalty on the future movements of the targeted Colony Fleets and Galactic Ships. Prerequisites : Spaceport level 17 Time : 2d 06:01:00 2 000 000 Credits
SlowMotion Virus
Disables BEM Generator on a colony for your next attack (and only yours). Once deployed it remains active for 5 minutes. Prerequisites : BEM Generator level 4 Time : 06:00:00 100 000 Credits
AntiBEM Virus
Allows the preloading of the AntiBEM virus for its activation during the first attack on a colony and its triggering during the second attack on the same colony. Prerequisites : Headquarters level 14 Time : 12:00:00 250 000 Credits
Preload AntiBEM
Helps to fight against the virus of the same name only if your BEM Generator is already infected. Prerequisites : BEM Generator level 4 Time : 03:00:00 20 000 Credits
AntiBEM Antivirus
Its attack is on the Power Plant which supersedes any energy for 12 hours. Prerequisites : Power Plant level 8 Time : 12:00:00 100 000 Credits
EnergyDownFail Virus
Disables the display on DSC Network of your next attack on a Colony. Prerequisites : Communication Center level 10 Time : 03:00:00 20 000 Credits
DSC Network Interference
Its attack is on the Spaceport where it prevents takeoffs, landings and fleet creations, at a rate of 3 minutes per Cyber Defense level of the attacker. Prerequisites : Spaceport level 14 Time : 12:00:00 100 000 Credits
Transponders Virus
Technology useful basis for further research. Allows the construction of the Galactic Exploration Center. Prerequisites : Spaceport level 16 Time : 7d 12:00:00 10 000 000 Credits
Galactic Exploration
Allows to send probes to the discovery and analysis of celestial bodies in distant Galaxies. Prerequisites : Research Center level 14 Time : 4d 12:02:00 10 000 000 Credits
Exploration Probes
Technology useful basis for further research. Prerequisites : Research Center level 15 Time : 3d 18:00:00 500 000 Credits
Programming of missions
Its attack targets the Galactic Exploration Center where it prevents launches and docking of galactic ships, at a rate of 6 minutes per Cyber Defense level of the attacker. It also uses 1 Graviton to activate. Prerequisites : Cyber Defence level 20 Time : 10d 00:00:00 60 000 000 Credits
Galactics Transponders Virus
Allows to program your exploration ships to intercept and capture your Probes. Prerequisites : Galactic Exploration Center level 6 Time : 4d 12:02:00 20 000 000 Credits
Probe Interception
Allows to program your exploration ships for drilling missions on Asteroids. Prerequisites : Galactic Exploration Center level 4 Time : 4d 12:02:00 20 000 000 Credits
Asteroid Drill
Allows to program your exploration ships to intercept and plunder enemy ships, and to attack Stations. Prerequisites : Galactic Exploration Center level 10 Time : 7d 12:00:00 40 000 000 Credits
Spatial Looting
Allows to program your exploration ships for a remote control when they reached their destination. Prerequisites : Galactic Exploration Center level 10 Time : 7d 12:00:00 50 000 000 Credits
Neuronal Connection
Allows to program your exploration ships to refueling other ships. Prerequisites : Galactic Exploration Center level 8 Time : 4d 12:02:00 20 000 000 Credits
Spatial Refueling
Allows transhipment of ships on refuel ships or stations, by selecting which resources to transfer and their quantity. Prerequisites : Galactic Exploration Center level 9 Time : 2d 06:01:00 500 000 Credits
Selective Transshipment
Allows you to take more Antimatter on your exploration ships for refueling missions. Prerequisites : Galactic Exploration Center level 10 Time : 3d 18:00:00 4 000 000 Credits
Ionic Hybridization
Allows to program your exploration ships by group. Prerequisites : Galactic Exploration Center level 10 Time : 7d 12:00:00 10 000 000 Credits
Grouped Mission
Allows you to build and send combat drones, from space stations, against enemy galactic ships. Prerequisites : Galactic Exploration Center level 10 Time : 7d 12:00:00 50 000 000 Credits
Combat Drones