Ascendancy technology list -------------------------- The following is a list of all the technologies available in Ascendancy, each followed by the items it gives and the required technologies for its research. Most useful for helping the selection of certain technologies to research, when interested in a specific device. Legend: h: hulls, g: genertors, s: shields, w: weapons, c: scanners, e: engines -------------------------------------------- Tonklin Diary: e1, c1 Orbital Structures: Ship Yard, Orbital Shield Xenobiology: Xeno Dig Enviromental Encapsulation: s1, Colonizer Xenobiology InterPlanetary Exploration: h1, g1 Orbital Structures Spectral Analysis: w2 Tonklin Diary Superconductivity: w1, Surface Shield Tonklin Diary SpaceTime Surfing: Star Lane Drive InterPlanetary Exploration Tonklin Diary Advanced Chemistry: e2, Artificial Hydroponifier Enviromental Encapsulation Advanced Interferometry: c2, Invasion Module Spectral Analysis Gravity Control: w2 SpaceTime Surfing Power Conversion: g2, Orbital Missile Base SpaceTime Surfing Cloaking: base, orbital and ship Advanced Interferometry HyperLogic: Research Campus, Intellect Scrambler, X-Ray Megaglasses Xenobiology Advanced Interferometry Momentum Deconservation: s2 SpaceTime Surfing Molecular Explosives: Phase Bomb, Mass Condensor Spectral Analysis Power Conversion Strong Force Weakening: w4 Power Conversion Diplomatics: Alien Hospitality, Observation Installation HyperLogic Gravimetrics: Oribital Docks, Molecular Tie Down Gravity Control Level Logic: Scientists Takeover HyperLogic Light Bending: s3, Replenisher Gravity Control EM Field Coupling: w5, c3 Light Bending Mass Phasing: Gravimetric Catapult Gravimetrics Thought Analisis: Engineering Retreat Level Logic Positron Guidance: Industrial Megafacility, Positron Bouncer Molecular Explosives Advanced Fun Techniques: Logic Factory, Endless Party Diplomatics Subatomics: HyperPower Plant, g3 Positron Guidance Advanced Exploration: h2, Star Lane Hyperdrive HyperLogic Mass Phasing Gravimetric Combustion: e3, Toroidal Blaster Gravimetrics Positron Guidance Planetary Replenishment: Habitat, Terraforming Enviromental Encapsulation Gravimetric Combustion Plasmatics: w6, Plasma Coupler Subatomics Momentum Reflection: Gravity Distorter Subatomics Large Scale Construction: h3, Metroplex Advanced Exploration Gravimetric Combustion Hyperradiation: g4, c4 EM Field Coupling Momentum Reflection Superstring Compression: Hyperfuel Plasmatics Energy Redirection: s4, Recaller, Sacrificial Orb Hyperradiation Murgatroyd Hypothesis: c5, Short Range Orbital Whopper, Gyro-Inducter Level Logic Superstring Compression Matter Duplication: Cloning Plant, Disarmer Momentum Reflection Superstring Compression Stasis Field Science: Tractor Beam, Brunswik Dissipator Hyperradiation Scientific Sorcery: Smart Bomb, Containment Device Murgatroyd Hypothesis Starlane Anatomy: Lane Blocker, Lane Destabilizer Plasmatics Energy Redirection Microbotics: Automation Matter Duplication Coherent Photonics: w7, Cannibalizer Energy Redirection Inertial Control: e4 Matter Duplication Starlane Anatomy Energy Focusing: Myrmidonic Carbonizer, Accutron Murgatroyd Hypothesis Coherent Photonics Advanced Planetary Armaments: Long Range Orbital Whopper, Surface Mega Shield Large Scale Construction Coherent Photonics Fergnatz's Last Theorem: w8, Gizmogrifier Scientific Sorcery Hypergeometry: w9, Hyperswapper Fergnatz's Last Theorem Repulsion Beam Tech: Fleet Disperser Energy Focusing Megagraph Theory: Internet Fergnatz's Last Theorem Hyperwave Technology: s5, Orbital Mega Shield Hyperradiation Energy Focusing Ecospher Phase Control: Fertilization Plant Planetary Replenishment Hypergeometry Nanoenergons: c6, g5 Fergnatz's Last Theorem Hyperwave Technology Teleinfilitration: Shield Blaster, Specialty Blaster Thought Analisis Hyperwave Technology Action At A Distance: Moving Part Exploiter Megagraph Theory Teleinfilitration Hyperdrive Technology: Lane Magnetron Starlane Anatomy Teleinfilitration Hyperwave Emission Control: Backfirer Hyperwave Technology Doom Mechnization: Disintegrator, Self Destructotron Teleinfilitration Hyperwave Emission Control Snooping: Lane Endoscope Thought Analisis Hyperwave Emission Control Nanofocusing: w10 Nanoenergons Self Modifing Structures: Remote Repair Facility Microbotics Nanofocusing Nanopropulsion: e5 Nanoenergons Hyperdrive Technology Nanodeflection: Nanoshell Inertial Control Nanofocusing Accel Energy Replenishment: Lush Growth Bomb Megagraph Theory Nanopropulsion Gravity Flow Control: Gravimetric Condensor Nanopropulsion Illusury Machination: Invulnerablizer Nanofocusing Accel Energy Replenishment Ascendancy - Charts ------------------------------------- PLANTARY ITEMS Factory The Factory is a common structure on most colonized planets. Factories increase a colony's industry, which helps speed the completion of planetary projects. Agriplot The Agriplot is a high-productivity farming area. Agriplots increase a colony's prosperity, which causes its population to grow more quickly. Laboratory The Laboratory is a center for research and development. Laboratories provide research, which allows a species to make technological discoveries. Habitat The Habitat is a high-density living and working complex with a precisely controlled internal climate. Habitats provide a colony with prosperity, and also allow room for additional population. Metroplex The Metroplex is an urban center with industrial, technological, and residential capacities. Colony Base You should not be able to build this. Industrial Megafacility The Industrial Megafacility is a huge, self-reliant production plant. Its industrial output is greater than that of a Factory. Artificial Hydroponifer The Artificial Hydroponifer is a super-efficient nourishment production facility. Its prosperity output is greater than that of an Agriplot. Research Campus The Research Campus is a well-equipped experimentation center. It is of more research value than a Laboratory. Logic Factory The Logic Factory is a research complex that specializes in the entertainment and happiness of sentient beings. It provides both research and prosperity. Engineering Retreat The Engineering Retreat is an academized production plant where engineers devise improvements in logistics and production methods. It provides a colony with industry as well as research. Surface Cloaker The Surface Cloaker uses high-frequency diffraction generators to make a planet surface practically invisible to alien ships. Hyperpower Plant The Hyperpower Plant is a marvel of high technology. By generating power for all of a colony's industry structures, it significantly increases the colony's entire industrial output. There is no need for more than one Hyperpower Plant on any colony. Fertilization Plant The Fertilization Plant produces vast quantities of agricultural and hydroponics supplies. It boosts the prosperity of an entire colony. There is no need for more than one Fertilization Plant on any colony. Internet The Internet provides a colony with a high-speed information and data transfer system. It greatly improves the progress made by a colony's research centers. There is no need to build more than one Internet on any colony. Cloning Plant The Cloning Plant organically duplicates new members of a planet's population. There is no need to build more than one Cloning Plant on any planet. Observation Installation The Observation Installation scans nearby alien ships. There is no need to build more than one Observation Installation on any planet. Tractor Beam Element The Tractor Beam generates a powerful stasis field to overcome a ship's drives and pull it toward a planet. You can use a planet's Tractor Beam in the System Display by selecting the planet and then selecting the Tractor Beam from its item list. Surface Shield The Surface Shield houses defense armaments that protect a colony against alien invasion. Several Surface Shields may be necessary to defend against large invasion forces. Surface Mega Shield The Surface Mega Shield is a powerful defense against alien invasion. It uses protective ion fields to augment the endurance of its defense armaments. It is much more valuable than the normal Surface Shield, but certainly not invulnerable. Outpost The Outpost is an important structure for colonies on small or minimally habitable planets. It provides living facilities for additional population. Transport Tubes Transport Tubes allow colony structures to spread quickly over the surface of a planet. They are easy to produce, require no maintenance, and can even be constructed on black squares. Shipyard The Shipyard is an enormous orbital center for the production of space ships. Though expensive to construct, it is a necessary first step toward space exploration. A colony must have a Shipyard in order to build ships. Ship Ships are the key to the exploration of space. Each Ship can be designed differently, and can hold various types of equipment that allow it to do such things as travel, engage in combat, and colonize or invade planets. Orbital Docks Orbital Docks provide a maintenance platform for the repair and refitting of ships. Any ship orbiting a colony with Orbital Docks can be refitted. When a ship is refitted, its contents may be changed, and its hull is repaired. Orbital Cloaker The Orbital Cloaker uses modified diffraction generators to disguise structures orbiting a colony, rendering them invisible to alien ships. Orbital Shields Orbital Shields are a colony's primary defense against alien invasion. As long as a colony is protected by Orbital Shields, alien ships may not enter orbit. Orbital Mega Shields Orbital Mega Shields are highly fortified planetary defenses. Much harder to destroy than the lower-tech Orbital Shields, they prevent alien ships from entering orbit around a colony. Orbital Missile Base The Orbital Missile Base is a potent short-range planetary weapon. Though it may only be used once per game day, it can severely damage nearby ships. Short Range Orbital Whopper The Short Range Orbital Whopper is a powerful planetary energy weapon with a short range. It may be fired three times per day. Woe to the ship that runs out of power while in its range. Long Range Orbital Whopper The Long Range Orbital Whopper is the elite of planetary weaponry. Its focused energy beams achieve a long range, and its reusability makes it dauntingly powerful. Alien Hospitality Alien Hospitality is not an individual structure, but rather an overall planetary project. While a colony dedicates its industry to Alien Hospitality, it helps improve diplomatic relations with alien species. Interstellar Trucking Interstellar Trucking is a myth. Endless Party The Endless Party is not an individual structure, but rather an overall planetary project. While a colony's project is set to Endless Party, its prosperity increases by an amount proportional to its industrial output. Scientist Takeover The Scientist Takeover is not an individual structure, but rather an overall planetary project. While a colony's project is set to Scientist Takeover, its research progress increases by an amount proportional to its industrial output. Automation Automation is a process by which the personnel maintaining a structure are replaced by robotic equipment. When a structure has been fully automated, its personnel are freed for use elsewhere on the colony. Terraforming Terraforming is an important project for colonies on minimally habitable planets. When a black surface square is terraformed, it becomes a white square, and the colony may then build structures on it. Lush Growth Bomb The Lush Growth Bomb combines chaos technology with organic synthesis equipment to make a planet surface significantly more habitable. Only one Lush Growth Bomb is of noticeable value on any planet. Xeno Archeological Dig The Xeno Archeological Dig allows a colony to uncover and analyze the ruinsof ancient civilizations. When unearthed, these ruins very often providethe key to the discovery of advanced technologies. GIZMOS Mass Barrage Gun The %s launches a spray of projectiles from its electromagnetic accelerators. It is cheap to build and uses little power_the projectiles are low-tech spheres of solid metal that rely on kinetic energy to do damage. It is easy to deflect, slow to reload, and has a short range. Fourier Missiles %s use image recognition to identify vulnerable areas of a ship. They require little power to fire, but they reload slowly and don't do much damage. Quantum Singularity Launcher The %s generates and fires tiny black holes_infinitely small but incredibly massive objects that easily punch through an Ion Wrap field. The disadvantages of this weapon are its short range and long recharge time. Molecular Disassociator The %s generates a cloud that weakens the molecular bonds in matter. This tends to corrode the target rapidly. Its main drawback is that it takes a long time to form a fully charged cloud. Electromagnetic Pulser The %s produces electromagnetic pulses that disrupt delicate technological equipment. It does little structural damage but it strobes very quickly, producing many pulses in a short time that can overload and destroy the target ship. Plasmatron The %s fires extremely long range bolts of super-heated plasma. It takes a long time to recharge. Ueberlaser The %s is a high-power pulse laser that cuts instantly through an unshielded ship hull. It uses a lot of power but does heavy damage. Fergnatz Lens The %s passively collects and focuses cosmic energies at its target. It requires no power to operate. Hypersphere Driver The %s creates unstable bubbles in spacetime that extend into higher dimensions. When these bubbles intersect normal matter they collapse, pinching off the matter inside another dimension. They have a very long range and inflict massive damage. This weapon is extremely expensive to produce and gobbles power. Nanomanipulator The %s fires bursts of highly focused nanoenergon flux. The flux induces a chaotic nanowave upon impact that rips through the target, destructively jumbling alternate realities together. It is hugely destructive, fires in quick bursts, and uses a lot of power. Ion Wrap The %s is a low-grade particle defense shield. Like most shields, it only consumes power when it is active. Concussion Shield The %s surrounds a ship with a flexible energy barrier that absorbs kinetic impulses and spreads them over its entire surface. Like most shields, it only consumes power when it is active. Wave Scatterer The %s is an energy dispersion mechanism that passively diffracts and scatters energy waves as they make contact with a ship's hull. The Wave Scatterer is a weak defense, but unlike most shields it consumes no power. Deactotron The %s is a high-tech active defense module. When it detects the approach of particle or energy projectiles, it reacts by ejecting an appropriate countermeasure. Like most shields, it only consumes power when it is Hyperwave Nullifier The %s surrounds a ship with a space-distorting hyperwave field. The field causes incoming projectiles to slide around the hull of their target and miss it completely. Like most shields, the Hyperwave Nullifier only consumes power when it is active. Nanoshell The Nanoshell simply creates a dense barrier of Nanoenergons around a ship. Few weapons are able to penetrate it. Like most shields, it only consumes power when it is active. Tonklin Motor The %s is a weak engine based on an elegant quirk of momentum theory. It is very inexpensive to construct. Ion Banger The %s sucks in ions from surrounding space and smashes them into each other at high speeds, creating a propulsive force. It is significantly more powerful than the Tonklin Motor. Graviton Projector The %s sprays a gravity field in front of a ship, pulling it perpetually forward. The Graviton Projector is more powerful than the Ion Banger. Inertia Negator The %s generates an anti-mass field that allows a ship to float lightly through space. It is about as strong as the Graviton Projector, but it consumes much less power. Nanowave Space Bender The %s projects a wide-band field of nanoenergy that warps the space around a ship, allowing it to slide rapidly in any direction. It is a very powerful engine. Tonklin Frequency Analyzer The %s scans energy leakages from a ship to determine information about its status. Its range is relatively short. It is always active and consumes no power. Subspace Phase Array The %s detects subtle variations in the space flow around a ship. It is able to detect a ship's status information at short to medium range. It is always active and consumes no power. Aural Cloud Constructor The %s is a medium range scanner that projects an aural cloud through surrounding space, observing vibrations in the cloud to detect the status of other ships. It is always active and consumes no power. Hyperwave Tympanum The %s is a long range scanner that is able to detect the minutest variations in the hyperwave ether and analyze them to obtain status information about other ships. It is always active and consumes no power. Murgatroyd's Knower %s is a very long range scanner that uses a combination of advanced technologies to determine the status of other ships. It is always active and consumes no power. Nanowave Decoupling Net The %s harvests coupled nanowaves from surrounding space and analyzes them to learn the status of other ships. Its range is practically unlimited. It is always active and consumes no power. Proton Shaver The %s is a power generator that operates by extracting small quantities of protons from heavy atomic nuclei and converting them to energy. It is inexpensive but produces little power. Subatomic Scoop The %s sucks subatomic particles from surrounding space and converts them to energy. It is a stronger generator than the Proton Shaver. Quark Express The %s uses a little-understood technology to squeeze energy from various sub-subatomic particles. It is a powerful generator. Van Creeg Hypersplicer The %s merges mixed-frequency hyperwaves and collects the energy bleed-off. It is a very powerful generator. Nanotwirler The %s puts a stream of Nanoenergons into sympathetic resonant motion, and channels off the energy they release from each other. It generates even more power than the Van Creeg Hypersplicer. Lane Blocker The %s is fired into a star lane opening where it sits, elevating the inherent gravitational turbulence of the opening to the point where Star Lane Drives and Star Lane Hyperdrives can no longer overcome it. Molecular Tie Down When fired at a ship, the %s temporarily immobilizes it by damping the reactions powering its engines. This affects all known normal engines_even the powerful Nanowave Space Bender. Intellect Scrambler When fired at a ship, the %s partially wipes the minds of that ship's crew, eradicating their skills and memory of the recent past. It can turn an experienced crew into a group of bumbling rookies. Brunswik Dissipator When the %s is fired at a ship, it temporarily drains the target ship's generators, leaving it powerless. It is costly to construct and power hungry. Recaller The %s creates an unstable shunt through star lane space to a ship's home system. The ship using the Recaller moves instantly into the shunt and arrives immediately at its home system. Disarmer The %s was first designed as a weapon of peace_it selectively destroys weapons without causing other damage. It uses visual pattern recognition and analysis of energy output to identify a weapon on the target ship, then it causes that weapon to overload and destroy itself. Smart Bomb The %s uses advanced empathic biosensor technology to determine the relationships between the ship using it and the other ships present in the star system. Once activated, it fires in multiple directions at every ship it has determined to be hostile, doing heavy damage comparable to that of an Ueberlaser. One use expends it. Gravity Distorter The %s creates a gravitational wave front that emanates from the ship using the device. This pushes small objects, such as space vessels, away from the ship that used the Distorter. Fleet Disperser The %s is fired at another ship. Its effect is similar to that of the Gravity Distorter in that it creates a gravitational ripple that repels other ships away from its target. It has an extremely long range. X Ray Megaglasses The %s allow you to view the contents of any ship you are able to scan. They require no power to maintain but are fairly expensive to build. Used in conjunction with powerful scanners, they can be very informative. Cloaker The vibrating crystals of the %s produce a broad spectrum of noise and interference that blocks all sensors from gathering information about the cloaked ship. The device requires no power and is always in effect once it is added to a ship. Star Lane Drive The %s is the key to interstellar exploration. This device is activated by the energies emanating from the opening to a star lane, and requires no power to operate. It allows the ship to overcome the barrier of gravitational turbulence at the opening and slip into star lane space. The more Star Lane Drives a ship contains, the faster it will slide through star lane space. Star Lane Hyperdrive The %s is a more powerful version of the Star Lane Drive that improves speed through star lane space. Although regular Star Lane Drives allow slow travel through red links, the Hyperdrive makes the use of red links practical. Star Lane Hyperdrives are much more costly to produce than Star Lane Drives. Positron Bouncer The accelerators inside the %s produce a high-momentum blob of particles. When fired at a ship, the particles impart their momentum to the ship, buffeting it away without damaging it. The Positron Bouncer consumes little power and is cheap to build. Gravimetric Catapult The %s causes the ship using it to experience temporarily exaggerated gravitational force. The ship is pulled toward the strongest gravity well in the vicinity_the nearest sun. The ship whips past the sun, stopping opposite its previous position when it has run out of momentum. Myrmidonic Carbonizer The %s fires a burst of energy that grows in strength for a while then dissipates. There is an ideal range for the Carbonizer, at which it is the most powerful weapon known. It is a complex and expensive piece of machinery. Containment Device The %s destroys one colonizer or invasion module, just as the Disarmer destroys one weapon. It is intended to be a peaceful weapon_like the Disarmer, it only causes harm to machinery_used to protect planets from invasion. Shield Blaster The %s temporarily shuts down the defensive systems of the target ship, leaving it vulnerable to attack. Backfirer The %s causes all the weapons aboard the target ship to simultaneously unleash their destructive potential_unaimed, uncontrolled, and chaotically. The more weapons the target ship carries, the more it is damaged by its own weapons. Lane Destabilizer When fired at a star lane or red link opening, the %s induces gravity waves at the resonant frequency of the star lane. This causes the ships inside the star lane to be thrown quickly toward their destination point. The Lane Destabilizer itself is destroyed in the process. Tractor Beam The %s allows a ship to pull another ship toward it. It has a very long range and uses little power. Cannibalizer The %s is an emergency device that allows a ship to convert some of the mass of its own hull into an energy reserve. This is destructive to the ship, so it is usually used only in a last ditch effort to survive. Moving Part Exploiter Through a combination of ultrasonic vibration, spacetime micro-distortion, and luck destabilization magitechnology, the %s causes devices to break down explosively. The more intricate and advanced the equipment on the target ship, the more internal damage it suffers from equipment malfunction. This device is costly to build and consumes a lot of power. Hyperswapper The %s creates a standing hyperwave field between a ship and its target, producing a massive space disturbance that causes them to swap positions. It operates at an extremely long range, uses little power, and is cheap to produce. Gravimetric Condensor The %s momentarily increases the gravitational field strength of a star, causing all the ships in the system to be pulled toward the star with great force. Accutron The %s is a massive space analysis and targeting system that increases the effective range of all the weapons on a ship. It is fairly costly to build, but can provide a strong advantage in battle. Remote Repair Facility The %s allows a ship to repair damage without having to enter Orbital Docks. It consists of automated systems spreading throughout the ship, engineered so finely that the repair process resembles organic healing. It uses a lot of power when activated, and adding it to a ship is an expensive project. Sacrificial Orb The %s is a magitechnological device that allows a ship to repair damage to another ship by absorbing that damage itself. It should be used with caution_some inattentive captains have managed to scuttle their own flagships with it! Lane Magnetron The %s frees the ship using it from the gravitational turbulence-induced drag normally encountered in star lane space, allowing the ship to slip through the star lane almost instantly. The Lane Magnetron uses fully as much power as a Nanotwirler produces and can be used only once. Disintegrator The %s ejects a cloud of infinitesimal bubbles of alternate reality that cause a chain reaction in the target ship, spreading it atom by atom across infinite alternate timelines. The cloud has no substance and cannot be blocked by normal defenses. The Disintegrator can be used only once, is extremely expensive to build, and uses an immense amount of power. It must be used at close range. Lane Endoscope The %s allows astronomical instruments to penetrate star lane space and scan the system at the other end of a star lane or red link opening. It requires a lot of power to use. Torroidal Blaster The %s gives the ship using it a huge boost in engine performance, but it is hard on the engines and usually damages some of them. It draws all the power it needs from the engines and needs no generator power. Gizmogrifier Like the Disarmer, the Specialty Blaster, and the Containment Device, the %s is specialized to damage equipment without inflicting any other harm. It performs a general purpose version of this concept, and it will destroy the first major device it locks onto. Replenisher The %s fully recharges all of the weapons aboard a ship. Its installation is involved and expensive, but it can be a lifesaver in an intense battle. Specialty Blaster The %s destroys one specialized device, just as the Disarmer destroys one weapon. Like the Disarmer, it recognizes a particular type of device and disables it with precision and a minimum of destructive force. Gyro-Inductor The %s allows a ship to generate power when it travels up the gravitational gradient of a planet. When the ship leaves orbit, the Gyro-Inductor creates power. It uses no power and takes effect automatically. Plasma Coupler The %s allows a ship to beam some of its power to another ship across a long distance. Invulnerablizer The %s sets up a temporary high-magitechnology shield around the ship using it. While it lasts, the shield will not allow the ship to come to harm. It consumes little power but it is costly to build and can be used only once. Phase Bomb The %s is launched at a planet and destroys structures on the planet's surface. It can be used only once and must be launched at short range. Colonizer The %s allows a ship to create a colony on an unoccupied planet. It carries a group of trained settlers and a prefabricated Colony Base that provides the tools necessary to grow a self- sufficient colony. The Colonizer is deployed from orbit and can be used only once. Self Destructotron The %s is a desperation device. It destroys the ship using it by converting most of the ship's mass to energy, creating a huge explosion that greatly damages other ships nearby. Invasion Module The %s transports a planetary infiltration team and their camouflaged base of operations to a planet's surface from orbit. It can be destroyed by a planetary Surface Shield unless multiple Invasion Modules are launched to overload the Surface Shield's tracking ability. It is expensive to assemble and can be used only once. Mass Condensor The %s operates as the Gravitational Distorter, except that it is targeted at a ship. All ships will be attracted toward the affected ship. It works at a long range and consumes a lot of power. Hyperfuel %s is a one-time-use power reserve of great capacity. It is a cheap, disposable source of power. ENDING CONDITIONS Player captured all home worlds. Player controls over half the galaxy. Player destroyed other races. Galaxy under one alliance, player alive. Player extinct. APPENDIX Species Abilities Minions The Minions are masters of invasion. Your planetary invasions will always succeed. Snovemdoma The Snovemdomas are mighty and tough. Your s ships all have double-strength hulls. Orfa The Orfa are unfazed by hostile environments. You can build on black planet squares. Kambuchka The Kambuchka can sense life forms from far away. You can see all alien home stars. Hanshaks The Hanshaks are telepathic communicators. You can talk to all other races from the start of the game. Fludentri The Fludentri are resilient. You can repair all damage to your ships. Baliflids The Baliflids are disarming diplomats. You can force all aliens to make peace with you. Swaparaman The Swaparamans produce extra power. You can s double the power of all your ships. Frutmaka The Frutmaka are able to repel. You can warp alien ships out of your colonies' stars. Shevar The Shevar are power-sappers. You can wipe out the power of all alien ships in systems you occupy. Govorom The Govorom are nature-goddesses. You can turn your least populated colony into a rich world. Ungooma The Ungooma are mischievous. You can bump all ships in star lanes backward to their stars of origin. Dubtaks The Dubtaks are unsportsmanlike scientists. You can steal any technology known by at least two other races. Capelons The Capelons are self-preserving. You can make all your colonies invincible for one day. Mebes The Mebes are good at populating. You can increase the maximum population of all your colonies. Oculons The Oculons are ancient astronomers. You can see all star lanes. Arbryls The Arbryls can disrupt the flow of space. You can block all star lanes entering your colonized systems. Marmosians The Marmosians can create hatred. You can cause alien species to strongly dislike any species at war with you. Chronomyst The Chronomyst can change the rate of time passage. You can move quickly through star lanes. Chamachies The Chamachies are brilliant scientists. You can immediately achieve any discovery you are pursuing. Nimbuloids The Nimbuloids are extremely productive. You can boost the progress on all your colonies' projects. Planetary Items Stat NAME IND RES PROS MPOP UPOP COST REQ FLAG S Factory 1 0 0 0 1 30 255 Agriplot 0 0 2 0 1 30 255 Laboratory 0 1 0 0 1 50 255 Habitat 0 0 2 3 1 160 26 Metroplex 1 1 1 2 1 200 31 Colony Base 1 0 1 2 1 120 5 0 Industrial 3 0 0 0 1 110 22 Megafacility Artificial 0 0 3 0 1 100 10 Hydroponifer Research 0 3 0 0 1 160 14 Campus Logic 0 1 1 0 1 80 41 Factory Engineering 1 1 0 0 1 80 45 Retreat Surface 0 0 0 0 1 40 15 Cloaker Hyperpower 0 0 0 0 1 200 25 Plant Fertilizatio 0 0 0 0 1 200 52 n Plant Internet 0 0 0 0 1 250 59 Cloning 0 0 0 0 1 250 38 Plant Observation 0 0 0 0 1 40 20 Installation Tractor Beam 0 0 0 0 1 50 34 2 Surface 0 0 0 0 1 100 4 3 Shield Surface Mega 0 0 0 0 1 180 61 3 Shield Outpost 0 0 0 1 1 120 255 6 Transport 0 0 0 0 1 10 255 0 6 Tubes Shipyard 1 0 0 0 1 240 0 Ship 0 0 0 0 1 20 1 Orbital 1 0 0 0 1 170 16 Docks Orbital 0 0 0 0 1 40 15 Cloaker Orbital 0 0 0 0 1 60 0 3 Shield Orbital Mega 0 0 0 0 1 120 43 3 Shield Orbital 0 0 0 0 1 60 9 2 Missile Base Short Range 0 0 0 0 1 90 37 2 Orbital Whopper Long Range 0 0 0 0 1 180 61 2 Orbital Whopper Alien 0 0 0 0 0 1 20 1 5 Hospitality Interstellar 0 0 0 0 0 1 254 1 5 Trucking Endless 0 0 0 0 0 1 41 1 5 Party Scientist 0 0 0 0 0 1 32 1 5 Takeover Automation 0 0 0 0 1 1 51 0 Terraforming 0 0 0 0 1 50 26 0 Lush Growth 0 0 0 0 1 200 62 1 Bomb Xeno 0 0 0 0 1 50 6 0 Archeologica l Dig Weapons Name Powe Rang Leve # Indust ResRe Flag r e l Uses ry q s Mass Barrage 1 25 1 1 15 4 0 1 Gun 2 Fourier 1 40 2 1 25 7 0 1 Missiles 2 Quantum 2 25 4 1 40 12 0 1 Singularity 2 Launcher Molecular 2 50 4 1 50 17 0 1 Disassociato 2 r Electromagne 1 50 1 5 60 24 0 1 tic Pulser 2 Plasmatron 2 100 4 1 70 29 0 1 2 3 Ueberlaser 3 50 6 2 70 35 0 1 2 3 Fergnatz 0 35 4 2 70 44 0 1 Lens 2 3 Hypersphere 6 75 10 2 100 48 0 1 Driver 2 3 Nanomanipula 6 50 13 3 100 56 0 1 tor 2 3 Shields Name Powe Rang Leve # Indust ResRe Flag r e l Uses ry q s Ion Wrap 1 0 1 0 10 5 5 Concussion 2 0 2 0 30 11 5 Shield Wave 0 0 1 0 50 18 5 Scatterer Deactotron 2 0 3 0 60 30 5 Hyperwave 4 0 4 0 100 43 5 Nullifier Nanoshell 3 0 5 0 200 55 5 Engines Name Powe Rang Leve # Indust ResRe Flag r e l Uses ry q s Tonklin 1 0 2 0 10 2 7 Motor Ion Banger 1 0 4 0 30 10 7 Graviton 3 0 6 0 40 23 7 Projector Inertia 1 0 6 0 20 46 7 Negator Nanowave 5 0 10 0 80 54 7 Space Bender Scanners Name Power Rang Leve # Indust ResRe Flag e l Uses ry q s Tonklin 0 25 1 0 20 2 7 Frequency Analyzer Subspace 0 50 1 0 40 8 7 Phase Array Aural Cloud 0 75 2 0 60 24 7 Constructor Hyperwave 0 100 3 0 80 28 7 Tympanum Murgatroyd's 0 200 4 0 100 37 7 Knower Nanowave 0 1000 5 0 200 47 7 Decoupling Net Generators Name Power Rang Leve # Indust ResRe Flag e l Uses ry q s Proton 2 0 1 0 20 1 7 Shaver Subatomic 4 0 2 0 35 9 7 Scoop Quark 6 0 3 0 60 25 7 Express Van Creeg 8 0 4 0 80 28 7 Hypersplicer Nanotwirler 10 0 5 0 100 47 7 Specials Name Power Rang Leve # Indust ResRe Flag e l Uses ry q s Lane 3 40 0 1 30 33 1 Blocker Molecular 7 50 0 1 20 16 0 Tie Down Intellect 7 50 0 1 20 14 0 Scrambler Brunswik 15 50 0 1 100 34 0 Dissipator Recaller 7 0 0 0 40 30 6 Disarmer 5 60 0 1 30 38 0 Smart Bomb 7 0 7 0 30 40 6 Gravity 4 0 0 1 20 27 6 Distorter Fleet 5 120 0 1 30 42 0 Disperser X Ray 3 120 0 0 30 14 7 Megaglasses Cloaker 3 0 0 0 30 15 7 Star Lane 0 0 1 0 25 3 7 Drive Star Lane 0 0 2 0 50 19 7 Hyperdrive Positron 2 60 0 1 10 22 0 Bouncer Gravimetric 3 0 0 1 15 21 6 Catapult Myrmidonic 4 40 20 1 70 39 0 1 Carbonizer 2 3 Containment 5 50 0 1 50 40 0 Device Shield 7 50 0 1 30 49 0 Blaster Backfirer 10 50 0 1 60 53 0 Lane 7 40 0 1 40 33 1 Destabilize r Tractor 3 120 0 1 30 34 0 Beam Cannibalize 0 0 0 1 20 35 6 r Moving Part 10 50 0 1 60 64 0 Exploiter Hyperswappe 3 120 0 1 20 48 0 r Gravimetric 5 0 0 1 30 63 6 Condensor Accutron 7 0 0 1 60 39 6 Remote 30 0 0 0 70 60 6 Repair Facility Sacrificial 3 70 0 0 20 30 0 Orb Lane 10 50 0 1 50 50 1 Magnetron Disintegrat 25 25 0 1 150 57 0 or Lane 10 50 0 0 20 58 1 Endoscope Toroidal 0 0 0 1 20 23 6 Blaster Gizmogrifie 4 60 0 1 30 44 0 r Replenisher 8 0 0 1 60 18 6 Specialty 5 60 0 1 30 49 0 Blaster Gyro 0 0 0 1 20 37 7 Inductor Plasma 4 70 0 1 20 29 0 Coupler Invulnerabl 20 0 0 1 60 65 6 izer Phase Bomb 4 25 0 1 40 13 3 Colonizer 5 0 0 0 35 5 7 Self 0 40 20 0 50 57 6 Destructotr on Invasion 10 0 0 0 70 8 7 Module Mass 8 120 0 1 50 13 0 Condensor Hyperfuel 0 0 0 0 20 36 6 Power For weapons, shields, drives, scanners, and most specials, power is the cost of operating the device. For generators power is the power supplied by the generator. Range For weapons and scanners, the maximum range. Level For weapons, damage. For shields, strength. For scanners, range per turn. For drives, the maximum distance that can be travelled, in sugar cube units. # Uses This number is the number of uses per turn. If there is no limit, this number should be 0. Industry The cost in industry points added to the cost of building a ship. ResReq The research node which allows this item, or 255 if no research required. Flags Name bitpo s GZ_TARGETSHIP 0 GZ_TARGETLANE 1 GZ_TARGETORBIT 2 GZ_TARGETSURFACE 3 GZ_TARGETOWNSHIPS 4 GZ_TOGGLEABLE 5 GZ_NOTARGET 6 GZ_PASSIVE 7 -- ------------------------------------------------------------------------------ P. Michael Haffley haffley@cs.indiana.edu ------------------------------------------------------------------------------ Ideas and ship designs for Ascendancy Planets: Planets are useful for a couple of things. Research Production defense Build them accordingly. Early in the game it might be usefull to have a couple of general purpose planets. Get away from this as early as you can since it is highly inefficent. Early in the game you would be better off with more research. And in fact how you should determine the mix is how much production do I need? And not build more then that. Other considerations. Choke points. These should have a defense station and a production planet with a orbital dock for rapid refits. Terminal points for red-jump-lanes both ends should have orbital docks. Every odd numbered system should have a orbital dock. Defense stations should be the smaller planets, since all they need are tractor beams and perhaps a little production to repair damaged screens. When you build one of these start by filling the little rock with factories/mega-factories. Don't bother to leave room for other things. Since what you need is for this system to have 2-3 screens and 7-8 whoppers. Once that is done remove the factories one at a time to make room for tractor beams (and an observation station if you have room, usefull for target selection). You want more then one tractor beam since you will use them first. And keep any intruder ships from causing mischief or from escaping. Since you have several of them and they can fire 3 times a piece, you can easily fill even a small world up with enough to trap an entire fleet (once they run out of fuel, you can turn your guns on them). Other planets should all have planetary and surface shields to aid the defense stations keep the faster foes from getting to the surface. They can have whoppers/missles as well, but you should consider that a luxury item and only use it if your defense tech is low and your defense planets are unable to keep them at bay. Research Planets: I mainly use campus' since they give the highest research points, and for this planet type, that's all I care about. Remember the quicker you get this type of planet going, the quicker you'll get to play with the fun high-tech toys. Production planets: on Blue squares I put Engineer's since while they make use of the research bonus, they also provide some of the needed production. All planets: remove all housing and properity items as soon as you get automation (robotic control). This allows some staggeringly powerful planets. Ships: With the right technology you can do some interesting things. My current favorite tech items are the Brunswick Device, the Lane Destabalizer and the accutron. I think they'll soon be yours as well. Ship types I use. Battle Ship Troop Carrier Fuel Depot/Portable Space Dock Fast Scout Long Scout RailRoad / Transporter System Defense Boats (good use for obsolete hull sizes) Colonizers First a few things I noticed on ships, if you've got a better idea please post them, and e-mail me if you get the chance. There is no point in exceding the maximum energy in a ship. Once the yellow bar stops moving, adding more powerplants (nanotwhirlers, etc) is pointless. Don't put too many "impulse" engines in either. I find 2 is all I need once I have the faster engines and 1 engine will do for support ships. This is enough to go from corner to corner quickly. Remember to use the 'circle-arrow' gadget on the top of the screen to get the slower ships into the jump lanes with the faster ones so they will all show up at the same time. When you go to build a ship, ask yourself this question: What is this vessel supposed to do? That will make it much easier to design it. TRANSPORTER Ship: The Lane-Destabalizer is a wonderful gadget. Once you get it, no ship except for scouts need anything more then 1 jump engine. Before I get this device, I typically put 4-5 jump engines in most of the HUGE ships, except for System-Defense-Boats which don't need any at all. The TRANSPORTER (dubbed StarWays RailRoad by a friend who I showed it to). You take a HUGE hull fill it with Lane-Destablizers (with maybe 1 screen, 1 jump engine (more when you first get this tech), 1 gun, and enough energy (typically 2-3 nanotwhirlers depending on how far apart the star lanes are). You place them on every 3rd system, and be sure you build a orbital dock in the system you place them in, since they will require frequent refitting). The advantage? Take the following example a-b-c-d-e You wish to move a fleet from system 'a' to system 'e' you have TRANSPORTERS in systems 'b' & 'd' send the fleet into the jump lane from a to b, fire the lane destabalizer from system 'b' into that starlane next system the fleet is in system 'b', move the fleet to the b-c starlane fire a lane destabalizer from 'b' into the b-c starlane. Next turn the fleet is in system 'c' move them to the c-d starlane, and the TRANSPORT ship in 'd' takes over. So the entire trip takes only 4 days no matter how long the jump lanes are, even if they are RED-Lanes. So your other ships can free up alot of spaces for more interesting devices. FUEL DEPOT Ship: This ship requires the device to beam energy across a distance. The maximum in powerplants (7 nanotwhirlers). Auto-Repair, the "absorb damage from another ship" device, lots of hyper-fuels, and possibly scanners. It should only have 1 jump engine and 1 impulse engine. This ship will make your BATTLE SHIPS more efficent since they won't need to carry as much fuel, or auto-repair or scanners. In other words it makes other ships do their jobs better. LONG SCOUT: This ship is designed to take off on it's own and not see a friend for a very long time. So it should have auto-repair, the maximum in powerplants, 2+ impulse engines, several scanners, the xray device (greatly enhances your scanners), and a whole bunch of jump engines. I typically put at least 5 in there (if the hull is huge). This vessel is to map out the galaxy for you as quickly as possible and give you feed back as to what the computer ships look like so you can prepare for them. FAST SCOUTS: These are slightly different. They are mainly used for a rapid recon when you are on the attack and come to several jumplanes and are unsure which one will lead to more of your foes colonies. For these I bring them to the front via TRANSPORTERS and then send them off with 'yellow' jump engines. These are used up one per jump, so have several of them per ship and also include a conventional jumpe engine so they can 'walk' home. When you are on the attack speed can make the difference between an easy victory and a long grueling fight. It is sometimes usefull for these to also carry a lane blocker in case they stumble across a fleet you don't think you can easily beat, this will buy you time to build a few new ships. TROOP CARRIER: Should be obvious. They exist so your other ships can be more specialized and not waste precious space with 3-6 ground troops. BTW: don't use the ground 'bombs' on a planet you intend to own, since they really make a mess of it. BATTLE SHIP: The most usefull devices here are: Brunswick, replenisher, accutron, and possibly a tractor beam and/or a gravitational toy. It's generally more usefull to have only 4-6 guns and plenty of replenishers. Since each replenisher allows all your guns to fire again, and your FUEL DEPOT is beaming you more energy. In combat first use the brunswick's on opposing ships. This makes them dead in the water, so even if they are superior in tech, it does them no good. Screens that work require energy. If they have fergzt devices (the gun that requires no energy) besure you use your accutron to kill him at a distance. The replenisher also replenishes your brunswick and tractor beams, so you can use this to first incapacitate all ships and later kill them. This is best. Since you should have plenty of space to hold replenishers. These ships are designed to operate with a fleet and on the attack. The BRUNSWICK also keeps them from using those really annoying special devices. SYSTEM DEFENSE BOAT: Same as a battle ship, except they need more energy and should likely have a few hyperfuels and a auto-repair since they are designed to operate on their own in defense of your systems. And so they can't rely on a FUEL DEPOT to feed it energy and absorb it's damage. COLONIZER: Typically will follow a fleet around and make empty systems and very choice planets part of your empire.